Book II: Game of Kings

## Prologue - Setting The Board

*"Just under nine thousand people stepped out of the mists and found themselves in The Evening Wood, a large forest located in the country of Thrane. Hoping to find better lives in this new world, these people spread like a plague across the land. Though many of these people sought honest work, many others turned to begging, stealing, and worse to survive. This tide of people began ravaging the villages and countryside of the region. It was not long before the sudden appearance of thousands of refugees had caught the attention of Thrane itself. The leaders realised they had to act fast and decisively to halt this crisis. Daggerford, the city closest to the crisis, did as ordered and as it thought best and responded by marshalling all the forces that it could muster from the watch and the able-bodied citizenry, rounding up all the refugees it could find and containing them within the walls of a ruined town, deep in The Eveningwood. At spear and sword point, men, women, and children, whether innocent or guilty, were marched into this prison and amongst them, The Mistaken. With their voices and objections drowned out amongst the crowds, the group was forced to accept their fate, hoping all would be cleared up soon and this was just a temporary setback."*

## Chapter 1 - Opening Moves

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

Having earnt their freedom and walked out of one prison with the people of Barovia, The Mistaken are now marched into another. The prison camp was already full of people when The Mistaken arrived, the population of a small town crammed into these old walls, recently repaired, and warded against magic. The Daggerford Militia regularly provided the refugees with food, tents, blankets, simple tools and building materials so that they might continue to build shelters, keep warm, and have food. Despite how full the camp felt the group knew many had managed to escape the clutches of the Daggerford Militia. Amongst those who escaped were Ves and Escher. Magically, Ves sends them a few items and a note, apologizing for not being able to help the group and thanking them for their aid and friendship. The group had little chance to dwell on this note however, people were entering the camp every day including many people that the group didn’t recognize as Barovians. It was likely many of these people just happened to be in the wrong place at the wrong time or were criminals the Thranian justice system had no room for. As the days go by the group tries their best to settle in, confident in the fact that this is a temporary measure until Thrane realises who they are and what they have done. All they had to do was wait. A month passes. In this time more and more people have been forced into the camp and none have been allowed to leave, the camp is becoming a shanty city, complete with alleys and underbellies. The supplies have continued, but not increased and people are going hungry, the first signs of disease from proximity and lack of sanitation are beginning to show. Meanwhile, the militia had been interviewing their prisoners, trying to understand where all these people had suddenly appeared from. Almost all claimed to have come from a land under the tyranny of a legendary vampire long thought dead, if indeed he ever lived. But of course, the story they were all telling couldn’t be possible, Barovia is a land from obscure legend, and Strahd is a bogeyman of half remembered fable. Things are made even more complicated by the people claiming to be of Thrane or at least Dallian itself, either claiming to simply have been passing near the camp or having escaped this “Barovia” along with its inhabitants. The most prominent amongst these were of course The Mistaken who are soon noted as key individuals for interview. The group is taken to see Captain Saul Morgan, the commander of the Daggerford Militia, who begins to interview them personally. The group had expected the leader of this militia to be evil and cruel, but to their surprise, he was kind and honourable, simply a man woefully out of his depth. He told the group that he believed their accounts but in turn, this meant many of the refugees must have served this Strahd, many even being monsters in disguise. This combined with his patrolmen constantly going missing had tied his hands for the moment, he could not release them yet, but he believed there was a solution. Unfortunately, whether Morgan would have been able to resolve the issue will never be known as he was killed whilst on patrol a day later, the refugee responsible put to the sword. Days of uncertainty passed, but Morgan was soon replaced by a man named Aguilar Llorens, a High Inquisitor of the Church of the Silver Flame. It was around this time also that The Sacred Band arrived, a mercenary company of fearsome repute that consisted only of married couples, led by a green half-dragon named Thessalonike. This occurred at the end of the second month. The death of Morgan and his replacement by Llorens and Thessalonike marked a palpable shift in policy. The prisoners were no longer people, they were to be disarmed and controlled, fitted with magic inhibiting collars, their valuables and possessions were to be taken, and once all that had been achieved, they were to be discarded. The Eveningwood camp once a place of impatience and frustration has become a place of intense fear and paranoia. The already overcrowded camp is fit to burst, disease is rampant, and the first mass grave is already full. The Sacred Band kill refugees and burn their dwellings whilst Llorens and his people spirit away prisoners in the night for unknown reasons. In the days before Aguilar and Thessaloniki’s arrival, the group had their weapons, armour, their gold, and their items and so lived fairly comfortably in the camp compared to most of the other prisoners. But now, stripped of all their valuables, they are each familiar with pangs of hunger and the necessity of kill or be killed in this lawless cesspit. The camp expanding at an ever-growing rate is soon divided into factions, essentially at war for what little resources and rations are dumped over the side of the walls, killing each other for crumbs and canvas. The Mistaken split up to keep a lower profile and to avoid being dragged into this conflict and ending up dead, another nameless corpse in the mass grave. The third month passes.

## Chapter 2 - Dream Team

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

The Neutral Zone, home to most of the innocent, terrified and defenceless, where many attempt to prey upon them, criminal and monster alike. Whilst most of the group attempt to lay low, Radovik is an exception, he has taken to patrolling the Neutral Zone, protecting the weak, smiting the villainous and dispensing justice as he sees fit. He has earnt himself the moniker of “The Judge” and that name is feared and respected by all in the Neutral Zone. As he walks, people part from his path, some look with respect, others fear. Suddenly there is a cry for help in an adjacent alleyway, affixing his shield to his arm Radovik runs headlong into the shadows. At its end he sees two men in heavy cloaks fighting, as he yells out, they ignore him making no reply. Stepping closer, the two cloaks suddenly fall to the ground, motionless, then thugs step out from the shadows and Radovik realises it is an ambush. A tall one-eared half-orc leads them, a gang leader known to Radovik as Gus. The thugs begin to circle Radovik, goading him, when suddenly one of the thugs shapeshifts into a pale female form and slits the throat of the thug next to her. Back-to-back, the changeling and the paladin fell thug after thug. Gus’ right hand, a mage, attempts to blast them with powerful cold magic, realising too late his mistake. The magical collar around his neck, fitted to all prisoners by The Sacred Band, begins to flash, quicker, and quicker until with a violent electrical burst he falls to the ground, charred and smoking. Soon only Gus is left, injured, and crawling through the mud, Radovik judges and sentences him there and then, lifting his flail and crushing his skull. Radovik thanks the changeling for her help, who introduces herself as Dox. She explains that she had also been trying to protect the Neutral Zone too, though a little more subtlety than him. As they talk, a new figure enters the alley, a dwarf, who explains she has been searching for Radovik for some time, inviting him to meet with her boss. Dismissive at first, Radovik reconsiders when this dwarf reveals that his long-time friend and mentor Danic has now been interred in the camp and is working with her benefactor. The three leave the alley together. Meanwhile, we find Grimlok abed, shivering, feverish, and covered in lacerations. Since his clash with the night hags in Barovia, Morgantha has made it her mission to kill him, as slowly and painfully as possible. He was able to protect himself in his sleep with the salt and iron gifted by Rudolph, but once this was taken by The Sacred Band, she returned with a vengeance. Desperate and near death, Grimlok collapsed and was brought to Belri Far-Traveler by Mikaeus. After much work healed him enough to buy some time, Mikaeus and Belri began concocting a plan to deal with the hag once and for all. With Grimlok abed, Belri and Mikaeus work, Mikaeus following Belri’s exact instructions as the two attempt to concoct two powerful potions in bubbling cauldrons. Giving the first potion to Grimlok, he rouses from his slumber fully revitalized and lucid for the first time in weeks, the plan is quickly explained to him, and he accepts. Belri wishes them luck as both Grimlok and Mikaeus take of the second potion a strange white liquid which at first tastes horrific but as the magical sleep encompasses them, begins to taste more and more like warm milk. Suddenly, Grimlok and Mikaeus are within an all too familiar windmill in the hills of Barovia, The Old Bonegrinder, and before them is Morgantha. She welcomes them to the Dream Realm, her place of power, and promises them they will never wake again. As she approaches, claws splayed, the two to their horror find they cannot move. They struggle physically against their invisible bonds to no avail as her claws dig deep into Grimlok’s flesh. Wracked with pain, Grimlok wishes with all his will to be free. Suddenly the bonds holding them break and Morgantha, surprised, disappears. A brief silence follows, and then; laughter, louder than anything either of them has ever heard. Mikaeus on a hunch throws open a window and sees an enormous yellow eye staring back at him. The ground rumbles as the windmill is lifted into the sky, wrapped in the clutches of a colossal Morgantha now attempting to crush the building in her grasp. Grimlok focuses on that same will again feeling a surge of unknown power as he and Mikaeus grow to the same size as Morgantha. These three titans now stand over the land of Barovia and their battle is cataclysmic. Morgantha strikes with tarrasque-like claws and unleashes dark spells that blot out the sky, Grimlok shoots arrows which crash like meteors and Mikaeus creates flames which burn with the heat of a hundred suns, the land beneath them is sundered as they battle. Through great effort they finally manage to overpower the hag, impaling her upon the spires of Ravenloft itself as the dream world fades around them. They both startle awake, seeing the lifeless corpse of Morgantha on the floor, Belri stood looking shocked, and an unfamiliar female dwarf, a darkly dressed woman, and their friend Radovik.

## Chapter 3 - High Stakes

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

Fenrir and Marishka unlike the others decided to stick together. Instead of hiding from it, in a similar style to Radovik, they embraced the conflict, though for much less noble reasons. Robbed of their possessions, they took to mercenary work, whether embracing Fenrir’s training and taking out monsters or Marishka’s and taking out people. They soon no longer had to hide and had enough coin to live comfortably again and with this came even higher renown. Having received an invitation from the owners of the only tavern in the camp, Fenrir and Marishka make their way to the “New Blood on the Vine Inn” for a night of drinking and gambling after a long hard day of making things very very dead. Located within the Pro-Strahd faction zone, they arrive outside the crudely constructed two-story building and after handing their invitation to the large bouncer head inside. The tavern is full of conversation and laughter as a poorly tuned band plays to a literal captive audience. They have been here many times before but tonight they were there for a special event and made their way immediately to the second floor. Normally this room was just as full as downstairs, with patrons looking to forget their circumstances but tonight it had been cleared for a select few for a special games’ night. The tables had been arranged into one long table and several interesting characters stand around idly chatting near the bar. Fenrir walks up and orders two glasses of the house special, which was homebrewed vodka, it wasn’t the nicest of drinks but given it was the only thing the tavern served, and this was the only tavern, Marishka and Fenrir grew to like it. Whilst things were being set up the two took their time assessing the guests. Amongst them, they spot a dark-robed mage, a pale furred tabaxi, and a tall, short-haired, woman who the two chat to and learn is named Aurelia. Mid conversation a new figure enters the room, an olive-skinned Vistana known very well to them as Sorvia, one of the three sisters that own and run the tavern, as well as being an occasional user of Fenrir and Marishka’s mercenary services. She greets everyone warmly, asks that they all stow their weapons in their allocated lockers on the far wall, and invites them to sit. Once everyone is seated, she explains the rules of the game they have been invited to play, high stakes knucklebones, a dice game of luck for the honest, or of bluffing ability for the deceptive. As the rules are explained and the dice handed out, unknown to all Marishka swaps out her own loaded dice just as Sorvia is explaining the punishments for cheating. The first round begins, and the mage does very well, an arrogant smile plastered across his face as he pulls the pile of coins towards himself. At that, Sorvia reaches below her table pulling out her crossbow, and fires at the mage. The room goes silent for a second until they notice the bolt seemingly hovering in the air just above the mage’s shoulder as a wounded imp materializes. Sorvia scolds the man, who turns out is named Vilinus, for using his imp to cheat and he is escorted out by bouncers. The next round continues with the tabaxi going broke as Marishka takes the pot, all the while the sound of Vilinus’ cries of pain and the dull thud of fists come from outside the door. As the third round begins, suddenly the door bursts open and in comes walking several armoured figures, leading them is a stocky duergar, with a strange mechanical blade in one hand and the head of Vilinus in the other. Throwing the head onto the floor, he greets Sorvia with a mocking smile and then tells her that she and her tavern are overdue on their protection money. Sorvia replies that she is under the protection of the Brides of Strahd and won’t pay Harlaus a single coin. With that, Harlaus gestures, and the soldiers alongside him begin to pepper the room with crossbow bolts, everyone at the table dives for cover. Harlaus activates the strange contraption in his hand as arcane fire surrounds the lance-like weapon. Sorvia and the others exchange crossbow bolts and spells with the soldiers as Aurelia, Fenrir, and Marishka weave amidst the fire and bolts, charging towards the duergar. With every great swing of the flaming weapon, the dry wooden roof and walls of the building begin to catch fire. Harlaus is soon overwhelmed by the three fighters and goes to signal a retreat, noticing at that moment his fellow soldiers had been shot dead. As Marishka catches a desperate blow from the lance with her claws, Aurelia slips behind him and crossing her blades, decapitates Harlaus’. The blaze begins to spread quicker and quicker, Fenrir yells for everyone to get outside. Charging through the smoke and burning beams, passing the corpses of the bouncers and patrons that had been slaughtered, they all burst out into the street. Not a moment too soon as the building erupts into a great inferno only a few seconds later, filling the air with the smell of fire and vodka. Looking around Marishka and Fenrir see a crowd of people made up of those who had escaped the tavern, and stood amongst them, a female dwarf accompanied by the rest of the Mistaken.

## Chapter 4 - En Passant

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

Though the group are surprised to see each other for the first time in weeks it is Marishka who appears most shocked. Seeing Dox alongside Radovik, Marishka rushes towards her and wraps her in a warm hug. The two begin to talk but in response to confused looks they explain that they grew up in the same order and were good friends for years until Dox left the night before their initiation. However, the conversation is halted suddenly by the sound of yells and rattling armour and the light of torches pouring around a street corner. Patrons who escaped the blaze immediately begin to scatter as Squall Stonehand, the dwarf who gathered the party, insists that they follow her quickly. Weaving their way through the alleys and backstreets, avoiding roving patrols, they make their way through the camp. Just after midnight the group arrive at a large hovel, Squall heads to the door knocking upon it in sequence as moments later a female minotaur opens it. Beckoning them in, she leads them through the house, up the stairs, to a small room. Once inside, they see a large desk, and sat at it is a man with silvering hair and a well-trimmed goatee. He outstretches his arms and in a thick Philidorian accent warmly welcomes and thanks the group for answering his call. He gestures to the minotaur who he introduces as Ayasha, his second in command, then introduces himself as Oliver Garande, a high-ranking member of the League of Gentlemen Killers. Marishka and Dox recognise this guild name immediately as it is one of the larger rivals and occasional allies of the Sons of the Shadow Dragon. Oliver reveals he was in Thrane at the behest of Marishka’s master, tasked with finding her after her disappearance. He regrets having not made contact sooner but explains that he has only recently allowed himself to be captured. With that, he hands her a letter sealed with black wax. Looking over the group he reveals that people have also been attempting to contact them, he hands Mikaeus and Radovik a letter each, and to Fenrir, he hands a small parcel before apologizing to Grimlok, Dox, and Aurelia not having anything for them. Asked how he got a hold of these; Oliver says he has “connections” on the outside of the camp who have been helping smuggle in supplies as well as gather information. Oliver then reveals that he has called this meeting due to information he has gathered. If his intel is to be believed, by the end of the fortnight every soul within the camp will be dead. He explains that whilst the camp was originally designed as a temporary measure, operatives of the Birch Larsson Corporation have now seized control of the camp following Captain Morgan’s death. He tells them that B.L.C is a powerful company with one of their largest sectors being the manufacturing of labour, thinking golems capable of many tasks. It is Mikaeus who clicks first, understanding that if a huge number of willing cheap labour were loosed upon Thrane it would cut into B.L.C’s profits in this sector drastically. Confirming Mikaeus’ theory, Oliver continues, saying the only reason the prisoners have been allowed to live for so long is so that any wealth and magical items could be taken first and so that the nature of Barovians could be studied, hence the disappearances from the camp. Oliver says there is no longer a chance for release and that their only option now is to rise up against their captors and defeat them. First, however, the warring zones need to be united, only together would they be strong enough to succeed. He asks the group if they will help him in this endeavour, the group agrees much to Oliver’s relief. He gives the group as much information on the other three factions as he can before inviting them all to stay the night, for in the morning, the real work begins. Most retire to their rooms quickly and take the opportunity to go over their letters. Marishka’s is from her mentor informing her that she has a new contract and must return to the guild, at the Guildmaster’s behest. After reading she spends much of her night catching up with Dox; it turns out Dox left The Sons as she realized she didn’t wish to be an assassin, having joined a thieves guild known as The Gryphons soon after leaving. Mikaeus’s letter is from a person he does not know, offering him a job in Thronehold that would allow him to enact revenge on some of the clerics who excommunicated him. Radovik’s is from his father asking him to come to Hibernia to represent him in court. Being the one who had him banished in the first place Radovik is confused by the request and is greatly conflicted as to what to do. Lastly, Fenrir opens his package, finding a small vial inside marked with the symbol of The Gleipnir. Getting into bed he drinks the potion, closing his eyes. Opening them again he finds himself in a forest and his form changed into that of a black-furred wolf. Picking up a scent, he stalks forward, tracking it to an open clearing, and there waiting for him is a silver furred wolf, the spirit animal of Ullr, his master. Ullr is glad Fenrir has survived Barovia but bares ill tidings, Egil Gudruun, High Chain of The Gleipnir, had been killed by a powerful werewolf, a high-ranking member of The White Wolf’s pack known as Oude Rode Ogen and soon a moot would be called to see who would rise to High Chain. He implores that Fenrir finds a way to attend this moot as he feels dark powers are at work against them. With that, the forest fades to smoke and Fenrir awakes, greeted with the glaring light of dawn.

## Chapter 5 - Dead Position

###### Character Level: *8th Level*

Free of Morgantha for the first time in a long time, Grimlok also sleeps deeply. In this deep dark sleep he dreams of a void, black and endless. Within it, in an unknown language come alien whispers and the silhouettes of gargantuan tendrils and chains. As he takes in this image the whispers suddenly stop, and the chains and tendrils grow still. In the empty silence a single word is uttered in an otherworldly voice, “*Grimlok.*” Waking with a start, Grimlok is relieved to find himself in Garande’s home. Looking out the window he notes the time and quickly gets ready, heading downstairs. The group greet him saying they had let him sleep in to recover and now he was ready they could set off. Not long into the walk, Fenrir begins to fill Grimlok in on the plan of action but when Grimlok responds he suddenly stops mid-word. Grimlok asks what is wrong and Fenrir, giving him an odd look, says that he had just responded to him telepathically. Though confused and a little suspicious due to not knowing its origin the two test this new power, with Fenrir trying to learn if Grimlok could hear his thoughts in reply, which as it turned out, consisted mostly of profanities. They let the rest of the group know, who react with a mixture of suspicion and indifference. At this point the group cross into the Pro-Strahd Zone and stop talking to keep a lower profile. Over misty cobbles and down dark alleys the group travel before reaching a building vastly different to most of the hovels in the camp, a five-story tall monolith of blackened cobblestone clearly created through magic. Notably, it’s dark spires are topped with flags bearing the now defunct Zarovich crest. Blanking the guards, the group step inside. The interior is dark and foreboding but contrasting this is a strange and gawdy conflicting array of art and furniture. At the end of the hall, of their own accord, double doors open into an enormous room, lit by floating white paper lanterns which drift about like ghosts. Along the walls, tall dark pillars of stone rise up to thin balconies upon which hooded guards with crossbows watch the group. Crossing the room, the party reaches the base of a dais upon which sits three mismatched high-backed chairs. The one on the right is a torturer’s chair occupied by Anastrasya, a manic looking dark haired vistana in scarlet robes. The left chair is made entirely of human bone and is occupied by Volenta, a small pale woman wearing a white mask in the image of a horned skull.  The middle and highest chair is mahogany with golden trim, looking at it the group immediately recognises it from the head of Strahd’s own dining table. Upon this central throne sits Ludmilla, an ebony-skinned woman of striking beauty wearing a white gown and a golden crown. She welcomes the group and asks their business, her voice melodic, her demeanour cold. The group decides to elect Marishka with a casual push forward, due to her vampiric nature and due to her and Fenrir having worked for them in the camp. Regaining composure very quickly, after some courtly greetings, Marishka says that they have come to broker peace and reveals their captors plan to purge the camp and that their only hope of survival is a temporary truce between the warring factions. There is a moment of silence before Anastrasya rises to her feet and screeches, unable to hold back any longer she accosts the group for their insolence and the destruction of Strahd and therefore all they held dear. She demands that her guards seize them and personally calls out Marishka as a “filthy half-breed” who should know her place. Silence again, the guards tense ready to move, Marishka’s claws tighten into fists. Grimlok also becomes aware in this tense moment that the masked bride’s wide unblinking gaze has been fixed on him this entire time. Ludmilla raises her hand and smiles, breaking the tension, then she gestures for Anastrasya to sit. Ludmilla speaks saying that if what the group says is true, they would be willing to work with them despite their differences but would need three things in return. The first; being reviled most by the other factions they would need assurances that the others would be willing to co-operate before they would commit. The second; they would require the return of Strahd’s ashes which they know reside within a guarded storehouse alongside a cache of items and weapons. Thirdly, a figure within the Shifters faction has taken to using the moniker ‘The Bride’, Ludmilla explains that this is unacceptable and says the culprit must be dealt with and their head brought back as proof of their demise. The group discuss the terms briefly but knowing they have little to no leverage choose to accept them. Ludmilla smiles widely, making a summoning hand gesture. From behind one of the pillars a large figure wearing jet black plate and helm with a vicious looking glaive upon their back steps into view and to the side of the thrones. Ludmilla introduces him as Krystofor Antonovich, a knight of their court. She explains that he will be accompanying the group to ensure the tasks are performed to the letter and informs them that this is not negotiable. The black knight descends the dais, and falls alongside the group, uttering not a single word in response to the group’s greetings and questions. Ludmilla waves her hand and the double doors open once more as the group and their new chaperone make their way out of the hall, down the stairs, and into the makeshift streets of the prison camp.

## Chapter 6 - Bare King

###### Character Level: *8th Level*

On their journey into the Shifter’s Zone, some of the group attempt to trick or goad their silent chaperone into talking, with no success. Watching, Radovik and Mikaeus both sense a divine aura about the black knight, but feint and darkened, they theorise he is likely a fallen paladin. The day nears its end as the group reach a large mine entrance which has had wooden planks, rigging and stone affixed to it to make it appear like a wolf’s head. An old dirty looking man stands guard with a pack of wolves, their hackles raising at the group's approach. He tells the group to clear off but when Fenrir takes his lycan form he allows the group passage. Inside the cavern is full of people they do not recognise as well as a few familiar faces, but what they notice most of all is that not one of them has a collar. They also see that everyone inside is focused on a heated discussion happening between a werewolf named Emil and the alpha werewolf named Kiril. The argument seems to be building towards actual conflict, werewolves on opposite sides of the hall bare teeth at one another. Suddenly, Radovik announces the group, turning the attention of over one hundred angry werewolves onto the party. Radovik however, through a great show of diplomacy calls for peace and gives a speech on their current need for union, both convincing the werewolves to hear out the group and potentially preventing a werewolf civil war. After the crowd disperses, Kiril strides over, he is bare-chested and dark-haired, reminding the group of a bigger stronger Fenrir. He smiles widely as he grasps wrists with Radovik marking his speech as a fine one. Kiril says they are just in time for a feast and invites them to join, the group not knowing decent food for some time, accept. It is not long before an enormous bonfire begins to rage in the centre of the cavern and food and drink of questionable origin is produced. During the feast, the group disperses to enjoy the festivities whilst talking to key figures. Radovik talks to Urwin Martikov, both of them speaking of the hardships they faced in Barovia. They quickly become aware of their similarities and having learnt of Urwin’s nature from Fenrir, Radovik asks what it means to be a wereraven. Though guarded at first, Urwin tells him wereravens act as protectors of the smallfolk and aim to uphold justice. He also reveals that unless born a wereraven, the only way to become one is through a ritual. Radovik expresses interest in becoming a wereraven to better serve the law. Urwin says his father Davian underwent this ritual long ago so he knows how to perform it and he would be willing to on one condition. Marishka must die. Radovik is taken aback but Urwin quickly explains that he suspects beyond reasonable doubt it was she who killed his family. Radovik says he will do it but not without conducting a full investigation. Urwin is at first disheartened by this but then agrees it to be the just path. Fenrir, Grimlok, and Mikaeus have an awkward conversation with Sabei, the oni they had once fought on a bridge. Sabei loathes them, not for his defeat, but for the theft of his precious drugs and the horrific withdrawals he experienced because of it. He vows that once free of their truce, he would hunt them down and make them suffer. Fenrir reveals he actually still has the drugs and hands them back. Sabei’s immediately calls off the vendetta and smiling ear to ear, scurries away. Later in the evening, after Kiril strides out of a side cavern full of exhausted female werewolves, Fenrir goes to talk to him alone. It is not long before the talk turns to the collars and The Bride. Kiril in response smiles and asks Fenrir to follow him. Led deeper into the caves, Kiril explains to Fenrir that a figure known as “The Abbot” devised the manner to remove the collars and also reveals that the reclusive figure known as The Bride lives with this Abbot. Turning a corner, Kiril gestures to a small pool of water from which soft blue light dances off the cave walls and ceiling. Peering in, Fenrir sees pale blind cave newts swimming beneath the glass-like surface. Kiril explains that The Abbot can make a potion from the toxins of these newts that tricks the collars into thinking the wearer is dead, causing them to deactivate. He says Fenrir may fish a few out to take to The Abbot but he would likely only remove the collars on his say-so. Fenrir asks what he and his allies can do to earn their trust. Kiril goes on to say that through their “interactions” with the now missing members of the Daggerford Militia, they have learnt of a bogeyman of sorts, a powerful werewolf alpha making moves somewhere north, known only as The White Wolf. Fenrir bites back a snarl, he confirms that the figure is real and that he is in fact Fenrir’s sire. Kiril smiles hungrily and proposes a deal. He will ally the Shifters with the other factions, he will share the Abbot’s trick with them, he will even fight beside them. But, at the battle's end, Fenrir will tell them how and where to find this White Wolf so that his pack may join their strength to his. Fenrir tries to hide how uncomfortable this makes him, but he ultimately accepts. Kiril says words are not enough, he cuts his palm. Fenrir knowing the custom does the same. As he does Kiril smells Fenrir’s blood, sensing the lineage of it and confirming the truth of Fenrir’s words. The two lock hands, a blood oath made, after which they begin to head back to the central cavern.

## Chapter 7 - Black Knight

###### Character Level: *8th Level*

Once back within the chamber Kiril sends a runner to let The Abbot know that the group will be coming. He also says that they are welcome to stay the night if they choose to. After this Kiril wanders over towards the last remnants of the feast, pushing several smaller werewolves out of his way. At the feast’s end the group reconvene and tell each other what they learnt. As Fenrir gives his account, Aurelia asks how he managed to get Kiril on their side so quickly. Fenrir only reveals that he promised to give him some information when they were free of the camp. Aurelia accuses Fenrir of doing more than talking with him when they snuck away together. Fenrir rolls his eyes in response as Marishka reveals that she had talked to Dezdrelda, the doppelganger that once led the group to Strahd. With a wry smile, Marishka says she had persuaded Dezdrelda to go undercover as Harlaus as a way of making it up to her and the group. Aurelia had mainly been keeping an eye on Krystofor who had taken up a position against the wall, periodically watching different members of the group. Bedding down, the group takes watches overnight and during Radovik’s watch he begins his investigation by asking Grimlok about the death of the Martikovs. Grimlok wasn’t aware the Martikovs had died and says that Fenrir was the last to talk to them. The night passes without incident and in the morning the group set off for the Abbot’s home. On the way, they detour to the mass grave to pick up grave dirt, an ingredient Kiril had said to Fenrir was needed for The Abbot’s potion. When the group reach the pits Marishka, absent mindedly, suggests that someone hops into a pit to take a head as a backup for if they decide not to kill the fourth Bride. The rhythmic rattling of plate that had been all but forgotten at the group's heels suddenly stops. Immediately realising their folly, they all try to persuade the knight that it was a joke, or he had misunderstood. It fails. In a blink, the vicious glaive at Krystofor’s back is unsheathed. Thinking quickly, Radovik reaches into his bag and takes out a candle, quickly carving it as the black knight approaches, glaive raised. As the blade swings down Radovik cries for him to wait, the blade stops inches from Radovik’s outstretched hands. Held within them is a carved figure, Radovik says that he sensed that Krystofor was once a paladin, once served the light, and it was not too late to forgo the dark and that this carved angel was a reminder of who he once was. In truth, the group thought it looked more akin to a bear with wings. Krystofor also unimpressed, finishes his glaive’s vicious descent as battle commences. A brutal fight follows with Aurelia being knocked unconscious as the outnumbered knight fights off foes in all directions. Finally, a blow from Radovik’s flail knocks the knight to his knees and Marishka rips off his helm and sinks her teeth into his neck. She drinks deep of his blood, and he is cold by the time she releases. Opening her eyes she sees two things; his silence had come from the fact his tongue had been cut out and more importantly, he was a dhampir, the second Marishka had seen not including herself. As these thoughts rushed through her head, necrotic energy rushed through Krystofor and moments later he rose as her zombified servant. As calm returns, Fenrir says even though Marishka’s had been careless in voicing it, her plan was good. Fenrir hops down into the mass grave, collects some dirt and after searching finds the body of a young pretty girl. He decapitates her and places the head in a sack. The group reach the Abbot’s small unassuming dwelling not too long after. It was not hard to find as they were guided by a strange howling sound and then as they got close, a dire stench. In the courtyard in front of the small cottage, they find an enormous pit with a latticework of wooden poles placed over the top to create bars. Peering over the edge they see hundreds of figures within, ghastly mixtures of animal and man, mad, feral, and clawing to be free. A commanding but pleasant voice cuts through the din as the beasts fall silent, the group turn to see an incredibly handsome blonde man in priestly robes stood at the threshold of the small house. He smiles and greets the group as he walks out holding a large bowl filled with meat, organs, and offal. The din from the pit ensues, even louder than before as The Abbot begins to throw pieces through the bars. Curious, the group asks about the nature of the beasts he cares for. With a sad look upon his face, he reveals that a long time ago he reclaimed the Abbey in Krezk, and for many years after he brought light and healing to the town. That was until The Belviews. In naïve days past he had helped them achieve their current forms as the family thought gaining the powers of beasts would make them stronger. Now, they are beyond saving but remain his responsibility until the end of their days. The Abbot then says that they had not come all this way to just hear his tale though. As the last thrown piece of meat slides through the bars, he gestures his blood-drenched hand to the cottage, “*shall we?*”

## Chapter 8 - Chained Pawns

###### Character Level: *8th Level*

Heading in, the group see basic furnishings, a small laboratory, and on the far wall a heavy reinforced door, locked and chained shut. Taking the newts and dirt from Fenrir, The Abbot adds them into a pot of boiling water and herbs. He says the distillation will take a few minutes and asks if anyone is thirsty. Over cups of tea, The Abbot explains the process, saying that when the potion is imbibed, it causes people’s heart and breathing to stop. Mikaeus interrupts saying he does not breathe. There is an awkward silence. He then explains that this had been ever since he awoke with his strange new Brand on. his palm. The group honestly hadn’t noticed. The Abbot says he’ll need a lower dose in that case as it must be perfect. Too much and it’ll kill him, too little and the collar may activate. Once brewed and after a few assurances from The Abbot, the group imbibe and as their bodies come inches from death, their collars detach. Marishka awakes first and now free of her collar she turns her attention to their next mission. She broaches the topic of “The Bride” with The Abbot who after a momentary look of suspicion reveals it is a mocking title given to his daughter, Vasilka, as she was once betrothed to Strahd. Marishka asks where she is. The Abbot looks to the reinforced door, then explains that if their captors were to see what she is, they would destroy her or worse yet take her away to experiment upon. Marishka asks what she is. The Abbot replies see for yourself. He begins to open the door, undoing lock after lock, until it finally creaks open. The group are awake by this point and watch, waiting to see what Marishka will do. She steps within. In the darkness, she makes out chains attached to the ceiling and hears their soft clink as dangling from them like a puppet, head down, she sees a hooded figure. Marishka approaches. Quietly, she utters a greeting. The figure suddenly jolts forward, the chains snap taught as the figure comes within mere inches of Marishka’s face. Beneath the hood, Marishka sees an imitation of a young woman’s face comprised of stitched together flesh. Startled, Vasilka now sees the shock on Marishka’s face and reads it as disgust, she retreats into a corner stacked with books. Marishka holds out her hands and crouches down saying it’s ok, that she was only surprised. Vasilka looks up warily. The two speak for a while with Marishka slowly gaining her trust. At one point she asks Marishka if she thinks she is pretty. Marishka after a pause says she is. Vasilka seems appeased for a second before going limp again saying she will never be as pretty as Marishka. Marishka thinks for a second, then reaches into her bag and pulls out a rag doll, button-eyed and stitched together, but still pretty. She hands it to Vasilka saying she was beautiful inside and out, then squeezes her hand and bids her farewell. Upon exiting, Marishka angrily tells The Abbot to never use the name “The Bride” again and that he should let her out more or at the very least give her some new books, then she makes a hasty exit. The rest of the group, a little surprised, quickly bid The Abbot farewell and follow her out. Catching up with Marishka, who angrily denies all accusations of going soft, the group decide to head back to the Shifter’s den for the night as the day was growing late. Along the way, Grimlok suddenly stops walking, worry on his face. He tells the group he has been hearing rattling chains and alien whispers since the collar came off. Marishka and Aurelia recognize the language as Abyssal when he imitates the whispers. Together, they decipher the chant and Grimlok speaks it aloud*.* Suddenly, a starless void stretches out in all directions and beneath their feet a stone staircase rises up to a point out of sight. Aurelia and Marishka find they cannot move or talk and watch as Grimlok, begins to ascend. At the top, a tall gaunt robed figure faces away framed by the light of collapsing stars and dying worlds. The figure turns towards him revealing a horrific skull-like face with a bone crest in place of eyes. It introduces itself as Shothragot and reveals that his Master has chosen him. Grimlok, defiant, says he would speak with this Master directly. Shothragot smiles unnaturally wide and gestures up towards an incomprehensible mass of shadow, tendrils, and chains. Grimlok reaches his mind out to the void and is met only with unimaginable pain. After what feels like eons, after reaching the very cusp of madness, it finally stops. Shothragot is impressed a mortal survived a glimpse of his Master’s mind. He reveals his Master had long watched Grimlok walk in the shadows of others, without purpose or power. His Master had first granted him a taste of power when facing Morgantha and now in turn, offers him a purpose. All he need do is accept it. Grimlok looks to the strange creature, then to the void, and then finally within himself. He accepts the bargain. Suddenly, Grimlok, Marishka and Aurelia are back on the street and to the others it seemed that no time had passed at all. Aurelia asks what happened when Grimlok reached the top. Grimlok explains all that occurred and the deal that he had struck as the group look on with nervous expressions.

## Chapter 9 - Exchange Sacrifice

###### Character Level: *8th Level*

As most of the group discuss the bargain with Grimlok, Radovik falls back to walk in step with Fenrir. Out of earshot, Radovik asks Fenrir what he knows about the death of the Martikovs. Fenrir lets out a long sigh, then describes the bloody state in which he found the heads of the Martikov family. When asked why he hadn’t said anything, Fenrir explains that he didn’t follow it up as he believed investigating would have fractured the group before facing Strahd, as Marishka was his prime suspect. Radovik asks if he still suspects her. Fenrir says he doesn’t and now believes Morgantha had been the culprit. He explains that she had been tracking Grimlok and he had re-joined the party not long before the incident, the claw marks and the victims being asleep was also consistent with a night hag attack and the group had slept in salt and iron that night, hence not also being attacked. Radovik ponders this reply before asking Fenrir whether he’d be willing to testify this, Fenrir agrees. The group arrive at the den not long after and see that the shifters are in the midst of another feast. Radovik catches sight of Urwin and asks Fenrir to come along with him. Urwin is glad to see them, but his expression becomes dark as he spots Marishka across the chamber. Radovik tells him that his investigation has come to an end, and he did not find enough evidence to fully prove Marishka’s innocence or guilt. He had however uncovered a far more likely culprit and at this Fenrir gives his account. Radovik explains afterwards that Morgantha had already been killed by Grimlok and Mikaeus and could no longer harm anyone. Urwin is quiet for some time, he then looks to Radovik and thanks him for not acting in blind vengeance as he had suggested. The words are cold, and it is clear the revelation brings him little comfort, as before it, he at least had someone to hate. He says that Radovik followed the path of justice and uncovered the truth, this fact more than proved he would be worthy to join The Keepers and that they would be stronger for it. Urwin explains that the ritual would require a great sacrifice, the loss of an eye, but in return he would see far clearer the souls of men. Radovik confirms he still wishes to undergo the change. Urwin nods and says he will gather The Keepers and at midnight the ritual would commence. Later in the evening after the group had bedded down Urwin comes to fetch Radovik. Fenrir requests to join as a witness, Urwin agrees. They are led under the blanket of night to a hill not far from the den. Beneath a clear sky and lit by the light of a crescent moon they see a number of figures stood in a circle at it’s top. An older woman steps forward and tells Radovik to drink from the bowl she holds. After drinking, Radovik looks up to see Urwin and Fenrir have joined the circle leaving him alone in its centre. Urwin leads the procession by having Radovik swear oaths, oaths to protect the innocent, to defend the weak, and to uphold the law. All of these he swears. With that Urwin transforms into the dark feathered shape of a wereraven, in reply the other figures shift as well, with Fenrir awkwardly taking his lycan form in response. Urwin’s dark shape stalks forward and in an inhuman croak asks if Radovik is ready. He is. In a swift motion, Urwin’s razor sharp beak pierces Radovik’s eye socket, digging deep into his skull. The pain is unbearable but then the brew he had drunk quickly kicks in, drawing him into unconsciousness. The next morning while Radovik rests and heals the group decide that now free of their collars and at full strength, it was the perfect time to assault the magic item hold. They briefly consider leaving Radovik behind but thanks to the work of the wereraven healers he is ready to travel by the late afternoon. Along the way, now bearing bandages over the left side of his face, Radovik tells of strange dreams of ravens judging him from above and explains to the group the reasons he joined the wereravens. When they eventually arrive at the location given to them by The Brides, they are met with the sight of a small unassuming hovel with two lowly guards in a wide-open square. They smell a trap. Grimlok suddenly remembers something, that long ago he purchased a spyglass from a Vistani merchant, digging through his bag he finds it and places it to his eye. Turns out it’s actually a kaleidoscope. Bemused, Grimlok absent mindedly twists the scope then hears an odd click. Some critical sense causes him to avert his eye at the last moment as a long dart of solid diamond fires out of the eyepiece. Grimlok is bewildered, he pries the dart from the wall, then throws the casing to the ground, the shock turning to rage as he swears bloody vengeance. Marishka and Dox get tired of waiting around and decide to deal with the issue themselves, like old times. Keeping to the shadows, the two carefully make their way around the perimeter of the square, seeing no signs of traps or additional forces. Flanking either side, they sneak up on the guards and strike at once. The guards utter not a sound as they drop to the ground, lifeless. The rest of the group quickly make their way over to the hovel, pull the bodies inside, and close the door behind them.

## Chapter 10 - White Bishop

###### Character Level: *8th Level*

Now inside, the group see the hovel is empty. The only things of note being an odd smell and ten small pillars built into the walls. After investigating they find levers built into the pillars; the group try pulling them in patterns to no result. Aurelia suggests pulling them all at once and as they do, the levers retract, a portcullis slams in front of the door, and the middle of the floor begins to open. The odd smell they had noticed increases in intensity now as beneath the floor the group see a pool of luminous green acid. They retreat to the walls as Marishka commands Krystofor to lift the portcullis, to no avail. The pillars spin and reveal the words of a riddle. “King’s rarely see them; Pawns see them all the time”. They yell answers but the edge continues to inch closer and closer. One of the dead guards tumbles into the acid. Grimlok then calmly utters, “*an equal*”. At this the floor stops, the portcullis lifts, and the acid drains revealing a wide spiralling staircase. The group commend Grimlok then descend, finding a vast chamber behind a pockmarked stone door. Inside are dozens of large wooden crates. The group immediately split up and begin opening them. Though most only contain mundane supplies the group eventually find most of their gear, as well as a few magic items. Marishka finds her claws feeling a rush of relief, she places them on her hands and feels whole again. Grimlok finds a strange bow and as he grasps it, he hears its name, Druniazth, and knows it is a gift from his new patron. Finally, Fenrir finds their target, Strahd’s ashes. Pilfering completed; the group head up the stairs discussing their spoils. Fenrir stops and shushes them; in the following silence they too hear the voices outside the hovel. The group are considering their options when Dox shifts into a guard then says someone needs to wear the remaining dead guard’s armour. Marishka being skilled in deception and disguise agrees. A bang at the door. Everyone scatters. Marishka hurriedly tries to put the armour on over her clothes as the door starts to open. Dox pushes it shut in a panic, asking for a moment, but it is shoved open with violent force. Rage blazes in the eyes of a huge, armoured bugbear who demands an explanation. Dox stammers, trying to ignore the whole group pressed against the wall just out of the bugbear’s view. The bugbear glances past Dox and sees Marishka frozen in the act of putting on the armour. The group are sure the jig is up. Then, the bugbear laughs and says that if they are going to fuck on duty then make it quick next time, then he turns and leaves. The group are shocked they got away with that. Regaining composure, they decide to follow the bugbear and his band to see what they are up to. Keeping a good distance, the group assess them and see the only other warrior of note is a dwarven boar rider. Listening in, Fenrir learns that the bugbear’s name is Jurg the Slayer and also hears that Thessaloniki’s mother is actually the ancient green dragon, Muirdris. Whilst the group mull over that last unsettling tidbit, Jurg’s band turns into a wide courtyard at the edge of the camp where three figures wait for them. Mikaeus recognises the figures and through gritted teeth tells the group that they are Inquisitors of his former Church. Two wear simple robes but one wears fastidiously polished armour and a pristine white cloak. The figure drops his hood at Jurg’s greeting and the group all recognise the permanent sneer and receded dark hairline of Aguilar Llorens. Jurg and Aguilar then begin to discuss when the purging of the prisoners will commence. Jurg relays that Nike had said five days, but Aguilar insists it must be brought forward as he has found signs of resistance. Aguilar reveals a great deal of information to Yurg relating to Garande and the group’s efforts at mounting an uprising. Aguilar then says that he plans to kill Garande and his retinue tonight. Jurg seems elated at the prospect of bloodshed, but his smile turns to confusion as Marishka’s magic bell lands in front of him then explodes into a fireball as the group launch upon their dazed and burning foes. The boar is startled, causing the rider to lose control of his mount who charges into Radovik. Tusks find Radovik’s flesh as his hand finds a saddle strap. Thinking fast, Radovik slices the strap, and the saddle swings off, pulling Radovik onto the boars back and smashing the face of the now upside-down dwarf into the cobbles. Fenrir battles Jurg, who somehow dodged most of the fire. Despite this feat and his brutal strength, he eventually falls and is torn asunder by lycan claws. Soon only the injured Aguilar remains who spots Mikaeus within the fray. Noting his vestments, Aguilar calls for Mikaeus to burn these heretics and cover his retreat. Jaw clenched, Mikaeus turns to him, and the group now see recognition on Aguilar’s face. Mikaeus angrily says that the only heretic here was Aguilar, he and all the traitorous clergy, and that only fire could cleanse his soul now. Aguilar cries for Mikaeus to wait, but it is no use. Mikaeus extends his middle fingers in the Sign of the Candle and Aguilar is engulfed in righteous silver flames.

## Chapter 11 - Fool's Mate

###### Character Level: *8th Level*

The dust and ash settles, and the air grows calm, the only sound in the courtyard is the grunting of the giant boar that Radovik has only just managed to get under control. Hopping off, Radovik cuts lose the still dangling rider, seeing that his face is now little more than a bloody smear. Not wishing to see whether their battle attracted any more attention the group quickly loot their fallen foes with Mikaeus claiming Aguilar’s armour, the only thing to survive the blaze, and Fenrir taking Jurg’s enchanted boots and belt. Having followed Jurg deep into the Anti-Strahd zone, they decide to head to the zones centre to inform the leaders of the coming plan and find a place to rest for the night. Along the way Radovik bonds with his new steed and decides to name it Tusky. It is not long before the group reach the centre of the zone and see what can only be described as a shanty castle, the ruin of a small fort, reinforced and patched up with scrap wood, sheet metal and loose masonry. Posted outside the fort’s large gate are a number of guards, some of which the group recognise as Izek’s men from Vallaki. The guards, recognising them in turn, greet the group warmly and one of them is sent to see if the leader’s will take visitors this late. After a few minutes, the guard returns and says they are allowed in, but the boar will have to remain outside. Radovik protests saying that the boar is his service animal and after a while the guards exasperatedly allow it inside, only for it to immediately shit in the entranceway. Expecting to be met by some courtly page they are instead met by a familiar figure. To their surprise, standing before them is Faust Hallwotton who is delighted to see them. The tiefling is however markedly changed as it seems his legs have been amputated at the upper thigh and replaced with entirely clockwork ones. Faust graciously welcomes the group to what he claims is his castle and asks the group to follow him. As they walk, Marishka comes out and bluntly asks where his legs went. Faust starts spinning tales, one after the other, about the glorious adventures in which he lost his legs. Not believing him the group continue to press him. With a sigh and an embarrassed smirk, Faust eventually reveals when he had dove out the carriage, he had not expected the road to be so high and after tumbling down what was essentially a cliff he landed on his legs, shattering them. Luckily, he was found by a toymaker, Plinsky, who amputated his legs, healed him up, and made him a shiny new pair of clockwork ones. Before any more could be said, the conversation is interrupted by the echoing din of a heated discussion. Faust leads the group in, not looking the least bit surprised by the arguing. They can now see and very much hear six figures stood around a large wooden table. They see the Baron and Baroness of Vallaki, Father Lucian Petrovich, the Lord and Lady of Krezk and Kasimir Velikov, leader of the Dusk Elves. Faust tries clearing his throat to no effect. He then pulls out his violin, smiles to the group, and plays a long discordant scraping note. The arguing immediately stops, and the leaders turn. Faust takes his cue and announces the group’s arrival. Mikaeus steps forward and in detail explains their captor’s scheme and Garande’s plan. The group expected a list of demands to follow but to their surprise the Leaders of Barovia seemed to agree to the plan straight away. That is except for Kasimir, who launches into a tirade about how the group were no true heroes having set a mad beast on his home killing many and forcing the few survivors to flee. The Baron pipes up saying that was yet another good deed the party had done. The arguing starts again. Fenrir cuts in to say that it was his fault and he had only wanted to save the tiger. Velikov admonishes Fenrir for his stupidity. Grimlok, increasingly frustrated by Kasimir, mutters a slur beneath his breath, perhaps a little too loudly. The hall erupts into arguing again. Finally, Lady Krezk calls for silence and peace, she then says that they all have no choice and if they must truce with vampires and werewolves to survive then surely, they can truce with the folks who killed Strahd. Tempers simmer down as Kasimir gives a begrudging nod. The group explain that they will be holding a moot at the Shifter’s den to discuss the coming battle as the shifters have a way to remove collars. Kasimir perks up at this, the group can tell from his staff and spellbook that he is a wizard. The group also tells them of the item hold, suggesting they could use it to outfit their forces. The leaders thank the group and say that when the time comes, they will be with them as they once had been at Ravenloft. Hearing these words, Faust chimes in, saying he had once ran from the fight and failed the group and that he’d like to join them now to help out. The leaders agree. Marishka, not missing a beat, asks if they really have to bring him and the hall that moments ago was filled with arguing, rings out with laughter. Having secured the loyalty of the last faction, despite the late hour, the group decide to return to Garande to let him know that events were moving quickly towards their final conclusion.

## Chapter 12 - Rook And Raven

###### Character Level: *8th Level*

-       **Make it to Garande’s place**

-       **Update**

-       **Spend the night**

-       Radovik has **Meet up with Danic**

-       **Fenrir steals half the ashes, makes up rest with grave dirt**

-       **Talk to the Brides to report the Fourth Bride’s death, Marishka commands Krystofor to return to the brides after they ask, his grunts pass the vibe check. Leave half of Strahd’s ashes.**

## Chapter 13 - Eveningwood Uprising

###### Character Level: *8th Level*

Faust gets hurt real bad, throws sand on himself and lights himself up to make "glass armour". Dies.

## Chapter 15 -

###### Character Level: *10th Level*

**Eveningwood interactions, Thessalonike taken into Goldpact Paladin custody, Baron excecuted, Goodbye to Danic, leave camp**

## Chapter 16 -

###### Character Level: *10th Level*

**meeting Brother Urban and Oromis, Temple of Xammux, blood elemental, feeblemind glyph**

## Chapter 17 -

###### Character Level: *10th Level*

**Freaks, spooky theatre mask robot, mutant release, Escape from Xammux temple, Gnolls in the Road,**

## Chapter 18 -

###### Character Level: *10th Level*

**Daggerford, shopping, Oromis commissions bard gun, Dawnharrow locks us in then asks us to leave so we fight him.**

## Chapter 19 - Remember Remember

###### Character Level: *10th Level*

**Hijinks with guards, Fenrir scares sewer ghouls, gunpowder plot**

## Chapter 20 -

###### Character Level: *10th Level*

**heist for a 9th level scroll, turn Urban into a horse, leave daggerford, centaurs**

## Chapter 21 -

###### Character Level: *10th Level*

**centaur gifts, cow poop cannons, spikey fly town, lover's lockets taken from dead couple.**

## Chapter 22 - Game Of Kings

###### Character Level: *10th Level*

**Hunger Games (we get too into it), Mikaeus banishes grond in stand off, chess game "taught chess, Game of Kings", Marishka keep eye on Oromis.**

## Chapter 23 - Sudden Death

###### Character Level: *10th Level*

**fight fight, ineffective troll passes away sadly, shoosova kick our ass, Murrin suddenly kills himself to…**

## Chapter 24 - Checkmate

###### Character Level: *10th Level*

**(…Summon Yeenoghu, Grimlok killed by spike but brought back by Tharizdun, fight fight, abyss portal**

## Epilogue - Night of Gifts

###### Character Level: *11th Level*

Having defeated Murrin before his dark ritual could be completed and freed the imprisoned slaves the group make their way back towards Daggerford to collect their reward. The group decide to take a break from the journey in the shadow of a grassy hillock, protected from the heat and winds of the vast Redgrass Plains. Whilst resting, they amuse themselves by recounting their best moves during the big fight, searching the burrows dug into the mound and tending to their horses. Grimlok decides to continue reading his tome but to his surprise finds himself unable to read it as the words dance on the pages. Though confused he decides that it must be due to how tired he feels and resolves to try again later. Just as the group decides to go, they are halted as the ground begins to rumble, pressing themselves against the mound, they ready themselves for a fight. Jumping from atop the mound comes a large flightless bird, quickly followed by another and another. An entire flock of these birds leaps from the mound squawking in panic as they do, just as the rumbling stops the group hears yelling and yipping as five centaurs also make the jump, holding spears and bows and adorned in painted feathers. The last to land turns to the group, who all instantly recognise him by his trusty fedora and vined axe as Kaidu. He invites the group to join in The Great Axe-Beak Hunt and after waiting for their reply gallops off to join his comrades. After regaining some ground, suddenly the axe-beaks course changes as if they hit an invisible barrier and they are now running towards the party. Together with the centaurs, they take down a large number of the birds. The centaurs are ecstatic with their haul and invite the group back to their camp to take part in the feast and festivities. By the time they return to camp the bright day has turned to dusk and the centaurs are preparing for an enormous festival. Ogedai Khan, leader of the centaurs, welcomes the group with open arms and loudly declares that on this night, the night of gifts, the return of the hunters signals the time. All around the camp, centaurs begin trading items with one another. Ogedai invites the party to do the same, but notes that they are not forced to, most of the group partake though Aurelia, Fenrir, and Oromis do not. As the festivities get underway, the birds are prepared and cooked, the centaurs begin to dance and sing around the bonfire, and casques of firemilk are opened. Grimlok and Fenrir decide to take part in a drinking competition hosted by Orus, slamming drink after drink. In the end it is Grimlok who takes the victory and rewarded with an entire wheel of horse cheese, which he takes one whiff of and them vomits. Marishka feels something is off, though can’t put her finger on it, and decides to test Ogedai. At first, her questions seem to prove little but then she asks him about the book she gave to him. At this Ogedai produces a book. Marishka’s suspicions are seemingly confirmed, as she thinks to herself that she never gave him a book. Mikaeus and Oromis decide to go for a stroll and on their way out they spot a savannah cat prowl from the grass. On the way back, Mikaeus takes one last look into the grasses and to his surprise sees the same cat in the same place. The group meets up and discuss the strangeness of it all. As they do, they enter a hide tent and inside see an old female centaur. She looks up and the group see her eyes are completely white and blank. Though unseeing, she speaks out and tells Grimlok there is no need to apologise. Confused, he steps forward and as he does, an urn clatters to the ground and smashes as he bumps the table it was sat upon. As Grimlok picks up the pieces, the rest of the group get a reading from the woman who tells them all is not as it seems. Once outside, Grimlok remembers something and asks the group to try to read. They all find themselves unable to read and with this they realise that they are dreaming. Whilst discussing what they should do, they overhear Mandukhai telling a story to some children who all go running off in a fit of laughter at its end. When asked, she tells them of the history of the Night of Gifts, of a centaur who stole from others and so was cast out and killed by the beasts of the grasses. Now on this night, heralded by a red star, Centaur Claws returns to steal what is most precious, unless it is given away. Spotting the red star, they decide to head for the woods beneath it. The whole way Fenrir, Aurelia, and Oromis plead with the group to return. As they reach the forest clearing, they notice the trees and ground appear to be immaterial. Fenrir, Aurelia, and Oromis scream that the rest must stop and return to camp, when they refuse, the three roar and begin to merge, revealing themselves to be part of the illusion. Shifting and screaming the three take the shape of an enormous demonic centaur. The creature then attacks the group, with every blow of his claws slowly erasing their awareness of the illusion. However, they stay resolute and manage to defeat the beast which explodes in a flash of light into a doorway. As the world begins to dissolve around them, they charge for the portal. After a brief moment of black, their eyes open once again and are greeted by a new sight, a hellscape viewed through orange glass.