The Suicide Strahd: A Play In ? Acts

Here lies the full account of our story so far, from beginning to inevitable end.

## Act 1: Barovia for Beginners

Sessions 0–18/Days 1–7. In this act, our heroes come together, find themselves in Barovia, and begin to learn what that means. They're given a quest to help save a woman from the clutches of Strahd von Zarovich, making their way to the town of Vallaki, where the devil Strahd hasn't been seen in over 100 years. However, Vallaki is not as safe as they'd hoped, and they come face to face with Strahd and some of his loyal vampire servants, nearly losing two of their number, and truly losing two more.

* Stay away from the Feywild.
* The fae are tacky.
* Fey courts are like other courts, but worse.
* Sometimes the friends you get sucked into interplanar portals with don't have extensive criminal histories, and that's okay.
* Do not play drinking games with Ri-An.
* Check for traps.
* Don't get hit.
* Sometimes the friends you get sucked into interplanar portals with can be trusted in life or death situations, and that's okay.
* Pack soap, even if you think you're just going to a tavern opening.
* Sometimes fortune tellers are real.
* The Vistani are chill.
* Revenants, in your Barovia? It's more likely than you think.
* Camping is garbage.
* Barovia's forests have bad vibes.
* Trust the lore.
* The vampires of Barovia can't be trusted around Strahd, but that doesn't mean they're irredeemable.
* You can't get from Tser Pool to Vallaki in one day, *Ismark.*
* The dead don't rest in Barovia.
* Barovia is comprised of forests, fields, grey, and the occasional mountain.
* Don't trust anyone in Vallaki.
* The Reformation Centre: Burn it down probably but try to take the prisoners out first.
* Prophecies are bullshit.
* Choose your last words carefully.
* Ayduin is good at
	+ seeing stuff
	+ throwing stuff
	+ hitting stuff with swords
	+ playing the lute
	+ mending clothes
	+ charm spells
	+ keeping chill
	+ sneakin' around
* Bodaway
	+ thinks a lot
	+ is a-okay sharing his thoughts with the world
	+ likes making stuff explode
	+ likes pie
	+ doesn't have a filter
	+ probably means well
	+ easy to talk to
	+ a wealth of experience to draw on
	+ skilled alchemist, investigator, inventor
	+ self-conscious about his appearance
	+ had a rough childhood
	+ was in prison for a while
* Ireena
	+ has a good heart
	+ stubborn
	+ strict
	+ chock full of resolve
	+ proper
	+ doesn't like cursing
	+ guarded
	+ easy to get to under all the manners
	+ brave
	+ likes the party
	+ stronger than the rest of the party combined
* The Martikovs
	+ good, seemingly honest
	+ Danica
		- is the boss
		- has excellent timing with wine
		- tough
		- unrelenting
		- stern
		- probably a secret crime boss
		- tea sorceress
	+ Urwin
		- is who you go to for free wine
	+ Brom and Bray
		- should not be given sharp objects or anything flammable
* Osrin
	+ likes tacky fashion
	+ is DTS (down to steal)
	+ has minor healing powers and other abilities
	+ is DWTV (down with the Vistani)
	+ enjoys watching drunk Sylvain fail
	+ has outside contacts that annoy her
	+ good for quiet, steady company
	+ is strangely comforting despite (because of?) the constant simmering rage
	+ hates talking about herself
	+ hates talking about her past
* Ri-An
	+ likes rules
	+ doesn't like stairs
	+ is prone to pushing big red buttons
	+ *really* likes hats
	+ doesn't have a lot of life experience
	+ *does* have a lot of knowledge
	+ concerned about presentation and propriety
	+ relies on social cues from the others to decide how to act
* Ricardo
	+ horrible facial hair
	+ seemingly interested in not letting wandering tourists die horribly
	+ possibly trustworthy
	+ useful source of info
	+ has training and wits
	+ knows about vampires
	+ can kill vampires
* Strahd
	+ is a cockbag
	+ **STRENGTHS:**
		- can turn into a wolf
		- can turn into a cloud of mist
		- is ridiculously strong
		- can control other vampires
		- can charm people with a glance
		- surprisingly likable when pretending to be a noble
		- has a team of former adventurers who he turned into vampire spawn under his control
		- decent actor
		- good at playing the long game
		- can turn into other people
	+ **WEAKNESSES:**
		- is not great at kicking unconscious people
* Sylvain
	+ doesn't like wolves
	+ is an idiot
	+ is much too willing to suffer on behalf of others
	+ doesn't like people and/or weird extradimensional entities crawling around in his brain
	+ wants to burn down at least five places in Barovia
	+ wants to drive a sword through Strahd's heart
* Zantras
	+ wants the souls of Sylvain's enemies
	+ what he is: ???
	+ what his real goals are: ???
	+ crawls around in Sylvain's head

## Act 2: Growing Pains

Sessions 19–29/Days 8–12. A conflagration — both literally and politically — forces our heroes to flee Vallaki, and return to the relative safety of the Vistani. However, under the rule of Luvash and his dreamy brother Arrigal, they find a less comforting environment than before. A young girl is rescued; a chuckling construct is acquired; Grghshnq is reborn; Bodaway makes a choice, gives a warning, and receives some advice from a goddess; on the way to the winery, Ismark's body is found, and they divert to Krezk, where they find an unsettling abbey, a secretive ally, and their second demon child.

* Ignorance isn't better than stupidity.
	+ Read books!
	+ Eavesdrop!
	+ Ask questions!
	+ Get fucked up!
* If you've made a pact with a powerful entity, keep the lines of communication open — like any other relationship, this is key in keeping your pact relationship happy.
* There's Stuff going on with the Vistani.
* The Dusk Elves got a raw deal.
* Old stories hold weight in Barovia.
* The Vistani are protected.
* The Abbot
	+ can raise the dead
	+ is a creep
	+ has wine
	+ is dangerous
	+ is powerful
	+ is insane
	+ lacks empathy
* Arabelle
	+ knows too much
	+ could destroy you all
* Arrigal
	+ serious
	+ almost scary
	+ easy to talk to
	+ more sincere than Luvash
* Ayduin is good at
	+ talking to animals
	+ playing the lute
	+ talking to people
	+ keeping calm
* Bodaway
	+ is a member of the "appendage removal" school of interrogation
	+ seems devoted to the Raven Queen
	+ likes to do things his way
* Ireena
	+ may or may not share a soul with Tatyana
* Ismark
	+ is brave (sometimes more brave than wise)
* Luvash
	+ puts on airs, especially when it comes to business
	+ comfortable with everyone, but may be close to no one
* Osrin
	+ grew up with circus people
	+ made a deal with something, but probably not Zantras
	+ most at ease when around other silent, grumpy people
* Ri-An
	+ doesn't like it when rules don't hold up
	+ is not above revenge by storytelling
	+ fascinated by anything mechanical, especially if it has some level of agency/sentience
	+ is (good and trusting) and/or seeking vengeance
	+ believes in exposure therapy
* Rudolph
	+ freakishly cheerful
	+ makes passable alcohol
* Strahd
	+ has done this all before
	+ ruins everything
	+ has a long memory
	+ has teleportation spots set up, including one to the abbey
* Sylvain
	+ is an asshole
	+ is not in a good state of mind
	+ wants to load the Abbot into a catapult and fire him at Castle Ravenloft
	+ wouldn't survive a day in Barovia alone
	+ used to think he was equipped for anything
	+ knows better now
* Tatyana
	+ existed
	+ may or may not share a soul with Ireena

## Act 3: Pips, Pips, and Pips

Sessions 30–66/Days 13–31. A period of tremendous change and uncertainty for our heroes: Arrigal attempts to assassinate them; they save the winery and liberate Yester Hill; they make a tentative alliance with some of the forest folk; Sylvain sacrifices himself for Arabelle; van Richten is revealed as something of a monstrous monster hunter, resurrected, and abducted. The party reunites with Ezmerelda and flees Krezk shortly after, as Strahd makes it clear that where they go, collateral will follow. With the tower ruled out as a safe haven, they press further east. Ezmerelda is taken by Strahd, corruption begins to set into Sylvain and Ayduin, and they reach a breaking point, deciding to help some commoners flee the newly Strahd-controlled town of Vallaki for Krezk. Werewolves become a more pressing problem. Osrin, Sylvain, and Ayduin break their pacts. Bodaway begins to be haunted by dark dreams. The party frees the Fidatov Estate, bringing dozens of people back to life, but nearly losing Osrin in the process.

* There are more than two subjects in the school of life.
* It's probably going to be awkward if you agree to let an assassin kill you but that doesn't mean things can't stay civil.
* Barovia is terrifying but dry Barovia would almost certainly be worse.
* Don’t bring back the child murdering famous monster hunter, especially when Strahd suggests bringing back the child murdering famous monster hunter.
* Listen to Bodaway.
* Domains of Dread: They're a thing!
* Keep fighting even if people tell you it's hopeless.
* Don't make deals with things you don't understand, even if you're dead.
* Don't create escort quests where there don't need to be any.
* The Abbot
	+ some kind of old celestial thing
	+ obsessed with the squishiness of mortals
	+ tasked with dealing with Strahd
	+ doesn't deal well with failure
	+ worse drunk than sober
* Arrigal
	+ probably not a bad guy
	+ but will try to kill you and everyone you love if Strahd tells him to
* Ayduin is good at:
	+ keeping his chill even while being possessed by powerful entities with mysterious aims
	+ running off to do weird stuff in the woods
	+ melting Sylvain's little grudge-bearing heart
	+ going through a lot of what Sylvain does re: inadvisable pacts
	+ being stoic and reclusive
	+ whittling (but not detail work)
* Bodaway
	+ is growing more adamant in his thoughts and opinions
	+ feels guilty about what happened in Vallaki
	+ knows a lot
	+ has a lot of hidden potential
	+ is definitely cursed somehow
	+ has it in him to be diplomatic and courteous
	+ is a good man, but keeps too much to himself
	+ had an interesting childhood, with some parallels to Sylvain's life
	+ won't betray Sylvain
* Bray, the Martikovs, and the Winery
	+ are bird people
* Castle Ravenloft
	+ can be escaped
	+ has rooms Strahd can't enter
	+ has extensive crypts, some of which house the remains of good people
* The Coalition
	+ may have ties to Bodaway and Ri-An
	+ seems pretty fucked up!
* The Fidatovs
	+ helped build Castle Ravenloft
* Imithren
	+ may not be as pro-Strahd as her casually killing Sylvain would have you think
	+ deeply regrets something
* Ismark
	+ good at holding up through difficult situations
	+ diplomatic
	+ is of the "I'll keep all my emotions right here and then one day I'll die" school of dealing with trauma
	+ is learning about himself!
* The Martikovs
	+ are complicated
* Osrin
	+ made a deal with something that raises the dead
	+ has been forced to do things against her will before
	+ could probably knock Sylvain out in a single hit (as of level 6 this is no longer true but when Sylvain wrote it at level 5 it was, assuming she scored a critical hit with her greatsword and then rolled maximum damage while she had her necrotic shroud up) (she could still knock him out in two hits tho)
	+ capable of expressing emotions??? on purpose???
	+ cares (shh, it's a secret)
	+ is bad at admitting when she's amazing
	+ has similar self-image issues to Sylvain
	+ is not weak
	+ is good with children but hates talking to adults (fair)
* Ri-An
	+ excels at creation
	+ isn't great with grey areas
	+ is learning that different environments call for different approaches
	+ is kind of scary sometimes!
	+ has a kinder heart than any of their friends
	+ would be the scariest if they turned on the party
	+ is a delight
	+ still thinks of themself as separate from more fleshly entities
	+ is a thinking, feeling, intelligent creature
	+ is a person
* Soulvain
	+ can be stabbed
	+ can fly
	+ can slap
* Strahd
	+ is tiring!
	+ **WEAKNESSES:**
		- Ireena
	+ is a liar
	+ is a manipulator
	+ is an abuser
	+ either doesn't want to or isn't able to talk to Bodaway, Ri-An, or Ayduin
* Sylvain
	+ doesn't agree with Arrigal's choices but does understand them
	+ is fucked
		- so incredibly fucked
	+ needs to listen to fewer hamsters and more guts
	+ has changed
	+ is stronger, smarter, quicker than before
	+ is a lot less arrogant than he was when he first came to Barovia
	+ has faith in his abilities, but not in himself
	+ has been broken down to his foundations
		- whether or not what remains is strong enough to rebuild remains to be seen

## Act 4: Choices, Chosen

Sessions 67–78/Days 31–40. A period defined by their dinner with Strahd von Zarovich, and the inevitable conclusion reached over its course: that sooner or later, agreements with Ireena or not, the party will behave in a manner Strahd will be forced to answer. Having refused his offer of clemency — a return home, to their loved ones, provided they never return to Barovia — the party sets off to the village of Barovia to recuperate, finding little comfort there. They set off for the windmill, destroying it, killing two of the hags within, and freeing the children who'd been destined to have their bones ground into pie parts. With Bodaway's secret recently revealed along with a place of sanctuary, and ties of faith newly established between Ayduin and one of the old powers of this land, they hit up various old haunts over this stretch of days, including the Vistani camps at Tser Pool and Vallaki (neither of which are particularly comforting experiences, though it does give some party members a hint about Madam Eva). Bodaway intermittently disappears or has his hair fall out or becomess a cloud while everyone processing a lot of fun new trauma. They go to Argynvostholt, finding a potential ally in Sir Godfrey Gwilym, but one who can provide no aid until the skull of Argynvost has been retrieved from Berez.

## Act 5: Gloves Off

Sessions 79—?/Days 40–?. Having survived Argynvostholt more or less intact, the party finds themselves being engaged a little more openly by Strahd and his allies. They get knocked down, but they get up again, except Ayduin and Chuckles. Jeny makes a sacrifice. Sylvain loses a journal.