The Scions of Strahd (Act Two)

## Session Thirteen (A): The Vallakian Revolution

Zilveren and Ember find themselves surrounded by an inferno. In a desperate attempt to escape the flames, they make their way to the baron's house. Inside, they encounter Linda, a servant who warns them of the urgent need to rescue the Baron and Baroness. They assure her they will do what they can for the family.

Zilveren keenly observes that the fire at the baron's house is distinct from the others in the east. It appears to have been set later than the rest. They also come across evidence of a vampire's presence, with bloodstains and footprints leading towards the source of the fires. Ember deduces that the vampire may be responsible for the fires, while Victor, the baron's son, potentially set his own house ablaze. They suspect that the angry mob might have trapped vampires inside the burning houses as a means of eliminating them.

Driven by their determination, Zilveren and Ember decide to follow the trail of fires towards the east, rushing past the flames. As they progress, they witness a coup unfolding before their eyes. Lady Wachter stands at the forefront, accompanied by two boys resembling her, likely her sons, and a group of masked guards. Dead bodies of previous guards lie around them, while the Baron, Baroness, and other prisoners are bound and gagged. Lady Wachter delivers a speech seemingly justifying their execution, urging the crowd to punish them for their alleged "excesses." The crowd responds with a mixture of agreement, fear, and confusion.

Concerned for Ireena's whereabouts, Zilveren searches the scene but cannot locate her. He has no interest in involving himself in the political upheaval unfolding before him. All he desires is to find Ireena and leave the town. Ember, on the other hand, strives to comprehend the situation, carefully observing the crowd's reactions to Lady Wachter's speech. She attempts to discern whether the crowd is genuinely in agreement or simply intimidated. In her attempt to establish a telepathic connection with Ireena, she realizes that Ireena is not present.

Unexpectedly, Izek arrives from the north, accompanied by three guards. Filled with rage, Izek demands the release of the Baron, but Lady Wachter adamantly refuses, accusing the Baron of perpetrating atrocities upon the town. The Wachter boys express their desire to silence Izek and initiate combat. Uncertain about joining the fray, Ember decides to ready a spell, Magic Circle, in case a hostile creature approaches. Izek commands his guards to confront the opposing guards and proceeds to attack Lady Wachter. Although he inflicts substantial damage, it is not enough to finish her off.

In response, Lady Fiona casts Hold Person on Izek. The Wachter guards, Wachter boys, and cultists join forces to assault Izek, dealing him significant harm. Lady Fiona seizes the opportunity to question the Baron about his son, but he defiantly refuses to respond. In a gruesome turn of events, the Wachter followers behead the Baron, causing his demise alongside the Baroness.

Realizing that their assistance is futile at this point, Zilveren and Ember decide to leave. Sneaking away stealthily, they witness the mob spiraling into a riot, with Vallakians divided between supporting the Baron and defending Lady.

Meanwhile, fires rage throughout Vallaki, engulfing the town in a maelstrom of chaos. Ember wisely decides to make a swift exit from the mayhem. Zilveren follows suit, seeking safety in the Blue Water Inn. Unfortunately, the inn is securely boarded up, leaving Ember frustrated as her belongings are trapped inside. Peering through a window, Ember spots the Martikov family and several frightened commoners attempting to keep calm amidst the turmoil. They approach Ember, and she inquires about Ireena's whereabouts. Disappointingly, the Martikovs haven't seen anyone matching Ireena's description. Ember reaches out telepathically but fails to establish a connection with Ireena. The Martikovs kindly offer Ember and Zilveren a chance to retrieve their belongings, but the two adventurers decline, eager to leave.

Determining their next course of action, Ember and Zilveren agree to head south towards the Vistani camp, hoping to find Ireena there. Mindful of attracting attention, they attempt to blend in with the crowd as they make their way through Vallaki. Zilveren muses on the gears of fate, pondering their role in the unfolding events. Successfully navigating the streets unnoticed, they escape Vallaki's clutches and reach the Vistani camp.

Greeted by the dusk elf, Galan, Ember inquires if anyone has visited the Vistani recently. Galan expresses gratitude for Ember and Zilveren's previous rescue of Arabelle and shares the unfortunate news that the orphanage has burned down. Sensing their distress, Galan asks about the situation in town, aware of Vallaki's blazing turmoil. Ember recounts the coup, the demise of the Baron, and the disappearance of their friends. Galan advises them to inform Arrigal and Luvash, urging them to seek the Vistani leaders for guidance.

Arrigal meets Ember and Zilveren, and they relay the events that unfolded. His surprise is evident as he confesses his lack of foresight in predicting the coup. Arrigal informs them that Ireena has not arrived at the camp. Zilveren inquires about Harsan and Fey, to which Arrigal denies any knowledge of their presence. Suspicious of Arrigal's claim, Ember probes further, asking if anyone has visited the camp in the past few hours. Surprisingly, Arrigal confesses that Lady Wachter, a contact of his, requested the assassination of the party, excluding Ireena. Ember questions Arrigal on Lady Wachter's true intentions and her potential involvement in hiding Ireena. Arrigal suggests that Lady Wachter's ascension to power in Vallaki may benefit the Vistani, advising Ember and Zilveren to avoid conflict with her unless she poses a direct threat. Ember expresses her reluctance to harm Lady Wachter but firmly rejects the idea of seeking information from her.

Convinced that Ireena is no longer in Vallaki, Ember and Zilveren contemplate crossing Lake Zarovich to reach Krezk, suspecting she may have sought refuge there. They decide to embark on the journey, making their way through the town once more, navigating the violent upheaval instead of circumventing it. Eventually, they manage to reach the boats and set sail across the lake.

Recalling Rictavio's mention of a tower, Ember and Zilveren wonder if Ireena sought shelter there. Boarding the boat, Zilveren attempts to enlist Strix's assistance in propelling or towing it. Ember summons Jasper, who eagerly dives into the water but soon realizes his mistake, returning to the boat. Now reunited, they ponder the fate of Fey and Harsan, hoping against hope that they somehow survived or found sanctuary elsewhere.

Their attention shifts to a flat, marshy island, dominated by a foreboding dark stone tower. A wagon parked nearby raises Ember's suspicions, suggesting it could be Rictavio's. Ember tries to recall what Jasper learned about the tower, discovering the word "KHAZAN" etched into the door frame. With a combination of anticipation and caution, Ember and Zilveren examine the tower, realizing its potent anti-magic properties. Recognizing the need for non-magical tools to gain entry, they conduct an arcane investigation. Ember bravely utters "KHAZAN" aloud, prompting a brief moment of suspense before the runes above the door illuminate with a dim blue light, spelling out the word "KHAZAN." The red disk revolves, revealing two unfamiliar symbols. Attempting a magical solution, Ember casts frostbite on one symbol, only to realize the futility within the tower's anti-magic aura.

Undeterred, Ember and Zilveren resort to elemental means. Ember summons a ball of ice using frostbite while Zilveren conjures a fire stick with create bonfire. Simultaneously presenting their offerings, they witness the ice pulsating with a sickly purple glow, followed by the symbol above matching its eerie radiance.

Unexpectedly, the gryphons atop the tower awaken. They do not attack when the characters move back.

Ember steps forward, her gaze fixed on the formidable stone figures looming before her. These animated gargoyles, triggered by something, likely their attempts to breach the tower, stand as stone constructs, their presence foreboding. She instinctively casts Armor of Agathys upon herself, only to be reminded by the tower's anti-magic aura that such spells hold no power here.

Her attention turns to the nearby wagon, a sense of familiarity tugging at her consciousness. The sign, "KEEP OUT," emblazoned on its side, evokes caution and curiosity in equal measure. She approaches the wagon cautiously, senses heightened, yearning to uncover the secrets it holds. With a breath held, Ember reaches for the handle, unaware of the imminent danger lurking within.

In an instant, a tremendous explosion rocks the air. The handle, rigged with a wire connected to an alchemist's fire kit, detonates. Ember is thrown backward, her body crumpling to the ground. The wagon's contents vanish in an instant.

Zilveren, witnessing the chaos, rushes to Ember's side. With a wave of his hand, he conjures a magical cure wounds, mending her injuries. Ember regains consciousness, her health restored but her resolve unshaken.

## Session Thirteen (B): The Abbey of St. Markovia

In a realm teeming with swirling emotions, Fey's gaze falls upon Sergei Von Zarovich within the sacred pool. Visions from her dream flood her mind, and she ponders if this is Lathander's divine intervention. Why would the deity reach out to her now, amidst dwindling hope? A flicker of anticipation ignites within, but Fey despises it, striving to suppress the burgeoning feeling.

Looking up at the towering statue, Fey questions, "What is this place?"

Sergei's ethereal voice resonates, "This is the Shrine of the White Sun, a sanctuary. Though you are not who I expected, your ability to see me signifies the touch of the Morninglord upon you. You remind me of my beloved Tatyana. Somewhere out there, she exists while this pool remains my refuge—a place where my soul finds solace."

Confusion clouds Fey's thoughts, expecting to find a shrine dedicated to a saint. "Are you a saint?" she inquires.

Sergei's voice carries a gentle reassurance, "No, I am not. But 'his touch' has bound me to this place through the years. You, however, may possess the power to free this land from Strahd's curse and save the people, including my dear Tatyana. Strahd, my own brother, has transformed into a monstrous being, and it was his heinous act that claimed Tatyana's life."

Tatyana's soul remains ensnared within Barovia, trapped in an unending cycle. Sergei offers a glimmer of hope, a possibility to break the curse. He tells Fey that she bears a striking resemblance to Tatyana, not just in appearance but also in her connection to the Morninglord and something more elusive. Sergei believes in Fey's ability to find Tatyana and implores her to bring her to the sanctuary. With determination, Fey pledges to try.

Seeking guidance, Fey inquires about additional tasks. Sergei reveals a crucial quest—to locate a holy sword hidden deep within the mountains, within the Temple of Amber. This sacred weapon, known as the Sword of the Sun, may aid her in the impending battle against Strahd, liberating him from torment and bringing salvation to the land's inhabitants.

Uncertain of her own worthiness, Fey expresses doubt, believing she may not be the person Sergei seeks. She confesses her past misdeeds and questions her eligibility to wield such a powerful artifact. Sergei, undeterred, offers reassurance. He sees Fey's ability to perceive him as a sign of her potential. He believes that even the most wicked of creatures can transform into heroes, regardless of their past actions. Dismissing Fey's concerns, he beseeches her to save Barovia, redeem herself, and rescue Tatyana.

Though plagued by uncertainty, Fey yearns to undertake this monumental task. She assures Sergei that she will make an effort. Overwhelmed by the magnitude of her responsibilities, she lists the numerous quests laid before her—the search for the three ladies, the Seeker, the Huntress, and the Weaver, the acquisition of the Tome of Strahd, the liberation of the land from its curse, and escaping the perpetual mists that shroud Barovia. Fey's apprehension is palpable as she grapples with the weight of her obligations. Nevertheless, she resolves to do her utmost.

As the conversation concludes, the statue reverts to its original appearance, and Fey finds herself in a gazebo within a hot spring—a stark transition from the otherworldly encounter.
Meanwhile, Ray finishes his cigar, and they discuss Fey's sighting in the hot spring before returning to the burgomaster's house. Ray seeks information from Dimitri about the Wizards of Wine winery, hoping to aid the Martikov family in restoring it to its former glory.
Fey begins her morning rituals, preparing the table for the sacred rites. As she attends to her duties, she curiously investigates her room, searching for any signs of disturbance. To her surprise, she discovers scratch marks scattered throughout the chamber, resembling those left by animals. They are larger than her feline companion, Jasper, could make. Eager to safeguard herself, she improvises an alarm by tying a candlestick to a rope and securing it to the door.
With their preparations complete, Fey and Ray retire for the night, seeking rest. Ray's thoughts wander to the elusive figure he seeks, and the absence of wine accentuates his discontent. They are abruptly awakened by knocks at the door, announcing the arrival of breakfast. Eagerly, they descend the stairs and partake in the morning meal.

As they finish breakfast, Fey and Ray contemplate their plans for the day. Deciding to investigate the mysterious disappearance of buried corpses, they set their sights on the grave of Alana, the Baron and Baroness' daughter. Upon reaching the site, they notice an unusual arrangement of twigs and other objects, despite the absence of flowers. Deep furrows, pawprints, and footprints mark the area, but they differ from the scratches discovered earlier. Among the tracks, they find scattered green lizard scales and tufts of soft amber fur. Curiously, a set of meandering footprints and mismatched pawprints lead directly toward the Abbey of Saint Markovia—an unmistakably strange being responsible for the trail.

Determined to uncover the secrets within the abbey, Fey and Ray make their way to its entrance. The gravel road echoes with their footsteps, a stark contrast to the silence that envelopes the surrounding area. Fey observes the tracks leading in and out of the abbey, noting their diverse nature. Mismatched footprints of various creatures merge into a perplexing amalgamation. Attempting to move stealthily, Fey's efforts fail as they are greeted by bizarre creatures—part one animal, part another.

Descending from the abbey, the abbot himself appears—a lively, handsome, figure with gleaming hair, unaccustomed to visitors. Otto and Zigfrek had already informed him of Fey and Ray's presence. The abbot warmly invites them inside, offering food and wine. Curiosity piqued, Ray succumbs to temptation, and they follow the abbot's request.

Within the Abbey of St. Markovia, illuminated by a radiant light, the abbot reveals a massive book—the Book of Lathander. Much to Ray's surprise, Clovin, a peculiar creature with two heads and an assortment of animal parts, accompanies the abbot. As Fey and the abbot engage in a prayer to Lathander, Ray explores his surroundings, stumbling upon an unmoving woman on the staircase. This is Vasilika--a constructed being the abbot intends to make Strahd's wife. Meanwhile, Clovin engages Ray in conversation, discussing their shared appreciation for wine and music.

Seizing the opportunity, Fey confides in the abbot, recounting her search for Harsan and their friends. She explains her fortuitous arrival in Krezk and her involvement in the investigation of the desecrated graves and missing bodies. Fey reveals their discovery of footprints leading to the abbey, seeking the abbot's insights.

Fascinated by Clovin's eccentricity, Fey inquires about his contentment within the abbey. Clovin's responses reflect his fragmented mental state, occasionally expressing the desire to hoard food and let others starve. The abbot reveals that Clovin is a special case, belonging to the Belview family.

Meanwhile, Ray explores the area surrounding the abbey. He stumbles upon tethering spots, evidence of creatures with spider-like legs and bat wings. Ray notices several caged creatures within the chicken coops, and a near confrontation with a tethered creature forces him to seek refuge by breaking into a nearby structure. Inside, he finds a dimly lit corridor with doors revealing a multitude of imprisoned creatures. The stench is overpowering. Opening one door, he encounters a monstrous being, a grotesque amalgamation of human body parts--perhaps an earlier version of Vasilika.

Fey continues her conversation with the abbot, discussing the sadness among the townsfolk due to the missing bodies of their loved ones. The abbot justifies his actions as necessary for the restoration of the land's curse, emphasizing his belief in the righteous nature of his efforts. Fey challenges him, questioning the fate of souls and the redemption of corrupted ones. The abbot admits his inability to restore corrupted souls but suggests that redemption may be possible within the abbey, both for Vasilka--the woman he's created--and Strahd.

Engrossed in their conversation, Fey and the abbot are interrupted by Ray's battle with a flesh golem outside. Realizing the urgency, Fey and Ray decide to leave the abbey. However, as they depart, Fey attempts to cast a spell to remove a curse from one of the guards they encountered earlier. The other guard reacts with anger and demands their immediate departure. The Belviews' curse, it seems, runs deep.

Returning to the Baron's house, Fey and Ray attempt to relay their findings. The Baron and Baroness vehemently reject their claims about the abbot being involved with graverobbing and ask them to leave.

Forced to leave Krezk, Fey and Ray face the challenge of navigating without a map. While Vallaki initially comes to mind, Fey suggests a potential path to gaining the Baron's trust—rescuing their missing son. As uncertain travelers, they find themselves heading towards the werewolves, their next destination shrouded in mystery.

## Session Fourteen (A): The Tome in the Tower

We stand once again at the imposing Tower. The magnificent gryphons loom above, their presence threatening yet restrained. Zilveren's astonishment is palpable; he can hardly fathom the fact that Ember caused the wagon to explode! In response, Ember calmly reveals her desire to uncover the secrets of the door once more.

In their discussion, they contemplate casting spells to gain insight into the tower and its mysterious entrance. Ember reminds Zilveren that the arcane forces seem impotent in the vicinity of the tower. Nevertheless, undeterred, Zilveren decides to employ his magic and casts Detect Magic, only to sense an overwhelming presence of anti-magic surrounding the tower.

Ember, determined to understand the intentions of the gargoyles, approaches the door cautiously. She notices that the gargoyles, although initially poised to attack, now hold their assault due to the increased distance between them and Ember. As she moves closer, their eyes track her every step.

Meanwhile, Zilveren directs his attention to the intricate carvings on the door. He prompts Ember to recall the information Jasper shared about Rictavio's gestures when visiting the tower. They remember that after uttering the word "KHAZAN," Rictavio performed a sequence of hand motions. Could this be the key to unlocking the door?

Ember comprehends the precise actions required. The sequence involves saying "KHAZAN" followed by waving hot and cold objects in front of the symbols. Crucially, the order of the waves must be reversed from their previous attempt.

Eager to test their newfound understanding, Ember seizes a piece of burning wood from the smoldering wagon and conjures an ice block from the nearby lake using her Frostbite spell. She decides to wait until the purple symbols disappear, suspecting that the gargoyles will revert to their inert state during that time. The plan formulated, she patiently bides her time.

While Ember awaits her opportunity, Zilveren conducts a thorough investigation of the tower's surroundings. He identifies a lightning bolt trap connected to the door, a potentially deadly deterrent for those who dare to open the door without following the correct procedure.

When the moment arrives, Ember boldly approaches the symbols and executes the prescribed actions with precision. The door responds, obediently swinging open, inviting them to explore the mysteries within. Ember steps forward, and Zilveren follows suit, leaving their loyal companion, Strix, outside to keep watch.

Inside the tower, they encounter four towering clay statues and a platform. Curiously, Ember decides to test the statues' capabilities by tossing a piece of debris onto the platform. Unsurprisingly, nothing happens. Eager to proceed, Ember suggests conducting an Arcana check to determine if the statues can raise the platform with them aboard. She vocalizes her request, saying, "Lift us up," and to their amazement, the statues comply. They step onto the platform once more, issuing the command once more, and ascend gradually, rising approximately five feet every minute. Aware that magic holds no sway in this realm, Zilveren promises Ember an elixir to restore her vitality once they reach the next level.

Their ascent reaches the second floor, which presents a grim sight. The wooden floor is severely decayed and partially collapsed. Zilveren, seeking a stable foothold, cautiously moves ahead. However, his weight proves too much for the weakened structure, and both he and Ember suffer the consequences of a perilous fall. Ember falls unconscious once again.

Determined not to let Ember succumb to her injuries, Zilveren carefully carries her outside the tower. He administers a healing.

They once again find themselves standing on the platform, ready to ascend. This time, however, they choose not to disembark on the second floor. As they reach the third floor, they notice it is in an even worse state than the previous one, and it is situated higher up. They decide to skip this floor as well, their curiosity piqued by the sturdier appearance of the fourth floor.

Finally, they arrive at the fourth floor and to their surprise, they encounter someone familiar—Rictavio himself! However, instead of a warm greeting, Rictavio scolds Ember for causing the catastrophic explosion of the caravan. He inquires about Fey's whereabouts, and they inform him that they are currently separated, sharing their quest for the tome with him.

Rictavio explains that he hastily left Vallaki when chaos descended upon the town. Ember, with her keen perception, notices a tome concealed behind a suit of armor. Rictavio catches her snooping once again and reprimands her for going through his belongings.

As they exchange stories, Rictavio reveals how he stumbled upon the tower without any guidance. He recounts encounters with a vendor who sold him exotic creatures like monkeys, elephants, and tigers.

Rictavio divulges his fascination with the tome, explaining that it exudes powerful magic, but its origins and purpose remain a mystery to him. He acknowledges Ember's criminal tendencies but also recognizes her resourcefulness in navigating perilous situations. He speculates that she might possess the ingenuity to unravel the tome's secrets, even in seemingly impossible circumstances, such as surviving an exploding caravan. Rictavio believes Ember could be the one to decipher the tome's enigma.

Intrigued, Ember approaches the book titled "The Tome of Strahd." The ancient text presents a challenging cipher that will require hours of her time to crack. She notices that the glyph of warding has already been deciphered. Ember requests Rictavio's permission to study the tome inside rather than taking it outside. He grants her request, advising her not to keep the tome outside for too long or leave with it.

Meanwhile, Zilveren asks Rictavio if there are any books about vampires in the tower. Rictavio mentions a book written by Rudolph Van Richten, but struggles to pronounce the name.

Curiosity piqued once more, Zilveren inquires about the events in Vallaki. Rictavio explains that he hastily left town, lacking any significant ties there. Zilveren wonders if Rictavio encountered Fey on the road, but Rictavio admits he did not run into her, appearing confused by Zilveren's question. Zilveren then asks if Rictavio has seen a 25-year-old blonde girl with green eyes and distinctive scars--his daughter--but Rictavio is uncertain. Zilveren's preoccuption with his daughter instead of his initial reason for entering Barovia may be rooted in a madness and grief nurtured in these mists.

After an hour of attempting to crack the cipher, Ember finds herself unable to decipher it. They decide to take a rest before continuing their efforts outside. Rictavio informs them that he may not be present when they wake up as he has yet to determine his next destination.

Upon awakening, they discover that Rictavio has left. Ember notices a lingering scent of lavender that leads her to an unlocked chest. Inside, she finds the preserved severed head of a Vistani. Realizing Rictavio's animosity toward the Vistani, they ponder how long the head has been preserved.

Ember also notices that while Zilveren was sleeping, something was taken from the desk he used as a bed. It might have been a book or a stack of papers, but nothing else remains on the desk.

Curiosity now turns to the suit of armor, and Zilveren contemplates how he could utilize it. He decides to claim the armor for himself, while Ember takes possession of the tome. They descend the tower, discovering a potion and a note left behind by Rictavio—an anti-toxin or health potion intended for their "future adventures in home invasion", as sarcastically stated.

Ember investigates the remains of the burnt wagon outside the tower, identifying its former contents. Among the items were a wooden trunk filled with weapons, silvered crossbow bolts, sets of fine clothes, various kits, a lyre, a chicken, a shovel, a box of cards, copper pots and pans, a chest filled with miscellaneous objects, spell scrolls, a map, and a charred page. Ember salvages the melted silver from the crossbow bolts.

Utilizing his tinkering tools, Zilveren dedicates himself to repairing the weapons, shovel, pots, and pans. His efforts yield success as he manages to repair a battleaxe, a flail, a morningstar, a light crossbow, and five silvered crossbow bolts. Additionally, he fixes a set of copper pots and pans worth 50 gold pieces, three sets of manacles, and a shovel. Zilveren also claims the chestplate, helmet, left arm, and sword from the suit of armor.

Ember perseveres in her attempts to decipher the tome's cipher. Finally, a voice resonates within her mind—a voice unmistakably belonging to Strahd himself. The pages flutter to the center of the book, releasing a mist that envelops Ember. Suddenly, she feels lightheaded and paralyzed. Zilveren notices her plight and sends Strix to retrieve the book, but Strix, too, succumbs to paralysis. Desperate, Zilveren attempts to strike the book with his sword but becomes paralyzed within the mist as well. In an instant, they are transported to another location.

They find themselves in a well-lit castle courtyard, where Strahd appears as a young boy. Zilveren conceals himself while Ember cautiously approaches. She observes the boy, tears welling in his eyes, as he tries to suppress his emotions. Clutching a wooden sword, he demonstrates his prowess, seeking to impress. Ember senses that they have journeyed into the past and, while hesitant to interfere, remains eager to understand the source of the boy's sorrow. Unaware of their presence, the boy introduces himself as Strahd and inquires how he can assist them. Zilveren asks what is troubling him, and Strahd insists that he is fine, merely engaged in practicing swordplay. Ember suggests practicing together, but when she gazes at her hands, she realizes they belong to someone else entirely. They recognize that they have assumed the identities of noble figures from the past. Ember draws her shortsword, engaging in swordplay with Strahd.

Despite Ember's skills, Baby Strahd disarms her, displaying remarkable proficiency. He returns her sword and questions if he should entertain them while his father meets with his tutor, Rahadin. Strahd identifies them as outsiders and introduces them to Rahadin when he arrives. Rahadin, acknowledging their noble status, exchanges greetings. Strahd and Rahadin engage in combat, with Strahd successfully blocking Rahadin's strikes--with the help of Ember's coaching.

Before the mist engulfs them once more, Ember winks at Strahd. The mist dissipates, and they hear the voice of adult Strahd again. They find themselves returned to the outside of the tower. Zilveren urges Ember to relinquish the book, but she resists. Strix intervenes, successfully knocking the tome from Ember's grasp. Although Ember desires to uncover more information about Strahd from the book, she agrees to prioritize their journey and sets off with Zilveren, aiming to reach Krezk before nightfall.

## Session Fourteen (B): Jeny Greenteeth

Fey's emotions stir with a blend of embarrassment and anger. Her desire to aid the people of Krezk and expose the unsettling truth of the Abbey of St. Markovia consumes her thoughts. She is equally troubled by the abomination of Strahd's wife (whom the abbot named 'Vasilika', created from corpse parts, and the tormented beings within. Breaking the cycle of Strahd weighs heavily on her mind, though she never anticipated accomplishing it without resorting to violence. The question of Ireena's role lingers—should Fey bring her from Vallaki to Sergei? Yet, doubts persist. Could Sergei's spirit be Strahd in disguise?

Ray perceives the events unfolding at the abbey as nothing short of evil and an abomination. Those who refuse to acknowledge the truth, in his view, deserve the consequences that await them. While the matter of the werewolf kidnappings intrigues him, engaging in a fight with werewolves is not his current intention. He chooses instead to follow Fey's lead, curious about her friends in Vallaki, particularly the dragonborn she mentioned—although he hopes the dragonborn has not fallen prey to vampirism. Additionally, Fey's reminder of the possibility to send magical messages to Harsan and Ember rekindles a flicker of hope.

Fey's knowledge of history resurfaces, illuminating the existence of two types of lycanthropy—inheritance and affliction through magic or bites. She recalls the presence of salves and potions crafted with wolfsbane in the Baron's residence. With her ability to remove curses, Fey understands the importance of obtaining these items--lycanthropy may run in the Baron's bloodline, so they may have answers about saving children from the werewolf den. She recognizes that werewolves have two objectives: kill or convert others into werewolves.

Ray ventures back to the Baron's mansion, seeking the Wolfsbane salves and potions he spotted earlier. Anna, the one who answers the door, appears not angry but deeply troubled. She agrees to provide some of the requested items while acknowledging their vital necessity. Although she initially considers sharing specific instructions regarding the wolfsbane, she ultimately refrains. Ray shares his belief that the abbot's intentions, while seemingly good, cannot outweigh the impact of his actions. Anna, drawing from personal experiences, readily comprehends his meaning--more persuaded that the holy man of the city might not be reliable.

Jeny Greenteeth, a peculiar and forgetful herbalist, crosses our path. She bestows a penny upon us and expresses a desire to return to her hut. Ray urges Fey to scout ahead, convinced he has encountered this enigmatic woman before. Inquiring why she withheld information from him, he elicits a confused response.

Suddenly, an apparition manifests, initiating a battle for which we roll initiative. With combined effort, we defeat the ghost, aided by Jeny's lightning bolts (which she called "amnesia dust"). Our journey leads us to Jeny's hut.

Jeny willing to trade an item for gold and a heartfelt hug, divulges valuable information about Vallaki (where she sometimes traded her wares). She discloses Izek's command for people to remain indoors, followed by rumors of vampires prowling the area and the subsequent outbreak of mansion fires. In fear, she fled from the chaos.

Jeny requests Fey to hand her the "Jeny Penny" she previously gifted. She instructs Fey to flip the coin while saying, "Pretty Penny, show me Jeny." This ritual summons a tree from the ground, allowing Jeny to materialize. However, she advises against using it indoors and stresses that she should only be called upon for matters in which she can truly assist.

Continuing our journey, we stumble upon a tower. Furthermore, the recent explosions have attracted a nearby pack of wolves or werewolves, who now trail Ember and Zilveren as they departed by boat. An ambush is imminent.

## Session Fifteen: The Ambush and the Invitation

Zilveren trembles in the presence of the Tome of Strahd, possessed by Ember. Their interaction with the cursed book, reminiscent of the dark diary of Tom Riddle, haunts Zilveren. Although concerned about Ireena's safety, his primary focus is finding his daughter.

Ember, captivated by the secrets held within the book, delves deeper into its pages, drawn by an insatiable curiosity.

Fey, plagued by worry and anxiety, senses imminent danger surrounding her companions. She and Ray embark on a mission to rescue Ember and Zilveren. Fey intends to send a spell, alerting them to the presence of pursuing werewolves. She longs to catch up with them, discover Harsan's whereabouts, and request their aid in rescuing the captive children from the clutches of the werewolf horde.

Ray, influenced by Fey's sense of urgency, shares in her concerns. Frustration engulfs him as he yearns to return home, unable to shake off the lingering weight of his unknown target. In his heart, he understands that defeating Strahd is the key to escape. The prospect of joining forces with these newfound allies fills him with hope. Additionally, he is curious about the events unfolding at the winery.

As the tale progresses, Fey employs a sending spell to reach out to Ember, conveying her current location near Krezk. Fey seeks information on Harsan's whereabouts. She urges them to meet at the camp outside Vallaki. Ember promptly responds, seeking clarification on Fey's present position. She informs Fey that they are outside Krezk, en route to the town. She reveals her unsuccessful search for Harsan, believing him to be in Fey's company.

Ember and Zilveren sail westward, guided by their map, which indicates the path to Krezk. Their journey brings them to the edge of Lake Baratok, a solid stone barrier blocking their progress. Confusion grips both Ember and Zilveren. Ember suggests scaling the stone, while Zilveren remains uncertain. Determined to explore further, Zilveren orders the boat to be secured, allowing them to assess the situation.

Drawing near to the edge of the stone structure, Ember commands her familiar, Jasper, to take flight and scout for potential passages. Just as Jasper is about to deliver his observations, a second sending spell from Fey interrupts their communication.

Jasper relays crucial information to Ember, revealing the presence of an unexpected visitor—Kiril, a man who claims to have been tracking them. Mocking Ember and Zilveren, Kiril boasts of their easy pursuit. Enraged by his audacity, Ember retaliates by casting Hunger of Hadar, unleashing a formidable spell against Kiril. Ember's spell fails to harm Kiril, as he agilely leaps onto the bridge, positioning himself above Ember and Zilveren. Recognizing the threat, Ember attempts to climb the stone structure. Despite her efforts, she reaches only the highest point visible to her.

The piercing howls of wolves echo through the air, a formidable pack summoned by Kiril. Obediently, they besiege Zilveren's boat, their intent to submerge both him and the vessel. Overwhelmed, Zilveren finds himself engulfed by the relentless assault of these savage creatures. Unyielding, Kiril leaps onto the boat, joining the fray.

Suddenly, six ferocious werewolves emerge from their hidden lair, commanded by Kiril to follow Ember's path and scale the stone wall. The transformation unfolds as Kiril himself assumes the shape of a werewolf, a sadistic laughter escaping his lips. The odds now appear insurmountable.

Ember employs telepathy to instruct Zilveren to use silver bolts against the werewolves. In her desperation, she casts dissonant whispers, dealing damage to the werewolf nearest to her. Witnessing this assault, Jasper, too, attacks the same werewolf, leaving claw marks that swiftly regenerate. Now it is Zilveren's turn. He commands Strix to strike Kiril, successfully inflicting damage. Zilveren seizes a silvered crossbow bolt, thrusting it into Kiril's flesh, causing him considerable pain.

Undeterred, Kiril retaliates by sinking his fangs into Zilveren's flesh. As Zilveren fails to resist the curse of lycanthropy, panic fills his heart. He flees, finding refuge atop a nearby rocky outcrop. The relentless wolves pursue Zilveren, tearing into his vulnerable form, leaving him prone. Kiril scales the wall with astonishing speed, eager to reach his prey. A vicious bite renders Zilveren unconscious, although Kiril does not intend to deliver the final blow.

Ember rushes to Zilveren's side, attempting to bridge the distance. Meanwhile, Jasper endeavors to retrieve the silver bolts from Zilveren's body, a perilous task that risks detection. Kiril discards Zilveren's limp form to another wolf, leaping toward Ember's location.

Coming to Ember's aid, Strix extends her silvered wing, flapping it insistently to draw Ember's attention. Ray and Fey arrive at the scene, unleashing a flurry of attacks. Ray's silvered arrow finds its mark, taunting Kiril. Numerous wolves assail Ray, inflicting grievous wounds upon him. Unrelenting, Kiril lunges at Ember, his bite successfully connecting. Now, Ember, too, falls victim to the curse of lycanthropy.

Two werewolves seize Zilveren's body, preparing to retreat. Ember retaliates by casting Arms of Hadar, striking at Kiril and the encroaching wolves. Strix, though missing her target, valiantly joins the assault. Fey, harnessing her magical powers, curses Kiril with the Path to the Grave.

Then, a peculiar sight catches their attention—a seemingly ordinary deer in the distance, rolling its initiative. Unbeknownst to all, this creature possesses untapped power. With a bark, the deer unleashes a devastating cone of cold, felling numerous wolves and rendering Ray unconscious.

Undeterred, Kiril commands the remaining wolves to claim Ray's lifeless form. He then turns his attention to Ember, assaulting her with a biting blow. Ember manages to prevent a disastrous fall, clutching onto the edge of the cliff, her determination unwavering. Once again, the deer exhibits its extraordinary abilities, casting a lightning bolt that ravages the wolves and gravely injures Kiril. Taking advantage of this opening, Fey summons Jeny's aid, who emerges to the scene, eliminating two werewolves and causing harm to the others, including Zilveren.

Jeny, however, demands a steep price from Fey—an ounce of her skin, and knowledge of Fey's deepest fear. In compliance, Fey surrenders her offering.

Regrouping, the party exchanges crucial information, filling in the gaps of their individual experiences. It becomes apparent that Ray and Ember harbor deep-seated animosity toward each other, clashing over maps and engaging in tense exchanges. Sensing the need for intervention, Fey shakes Ember, urging her to set aside their differences.

A collective decision is made to seek refuge within the safety of the nearby tower. Ray, with a hint of provocation, opens the door, much to Ember's chagrin. As they ascend to the tower's summit, they engage in a private conversation, revealing Ember's evident hostility toward Ray, while he remains puzzled by the intensity of her animosity.

Subsequently, Fey and Zilveren join them separately. Zilveren inquires about Fey's well-being, curious to understand the circumstances surrounding her recent experiences. Fey, however, confesses to knowing little beyond what she has already shared. Zilveren expresses his concern regarding his missing daughter, inquiring if Fey encountered a blonde-haired girl in Krezik. Fey denies any such encounter, prompting Zilveren to reveal that the girl in question is his daughter. Their conversation shifts to speculation about Harsan's whereabouts, with Zilveren seeking Fey's insights. Fey acknowledges that the Abbot's actions and motives seem darker than mere tinkering. She also shares her beliefs about Ireena's connection to the curse, speculating on the absence of the created girl's soul.

Meanwhile, at the tower's pinnacle, Ray and Ember reach the chest containing the severed head. Ray casually takes a seat while they await the others.

In the distance, a carriage comes into view. Rahadin, accompanied by mysterious figures, carries a letter of utmost significance. Ray remains oblivious to their identities, prompting Fey to confront him, explaining Rahadin's significance and revealing her scar as evidence. Anger wells within Ray. Zilveren and Ray descend to meet the newcomers. Rahadin hurls the letter, ensconced in a poisonous dart, igniting it in flames, leaving no trace behind.

Rahadin proceeds to read the contents of the letter:

"My friends, I extend my heartfelt gratitude for gracing my domain, Barovia, with your presence. I am aware of your exploits within these lands and eagerly anticipate meeting you in person. I extend to you an invitation to dine at Castle Ravenloft in three nights' time, where we may convene in an environment befitting civilized beings. I assure you safe passage, and once within the castle, you shall enjoy the privileges of honored guests. I await your arrival with great anticipation.

Your host, Count Strahd von Zarovich"

A discussion ensues among the group, contemplating the merits and risks of accepting Strahd's invitation. During this deliberation, Ember enters a trance, succumbing to a dream. She reunites with Jamie, Droop, and her former companions, only to be confronted by Jasper, who expresses his disdain for this wretched place. Jasper declares that the only way out lies through; Ember in her dream, is transported to Madame Eva's tent. Within this vast, empty space, Ember feels the swirling power that has guided her, a resounding truth echoing in her mind—the only way out is through.

## Session Sixteen: The Werewolf Den

Ray's weariness prompts him to seek respite within the tower's walls, contemplating the winery and the upcoming dinner with Strahd. Fey, having witnessed her friends fall victim to werewolf bites, prioritizes their well-being, considering their need for healing. She also aims to rally the group's support in saving the Krezk baron's son and eradicating the werewolf threat in the town. In addition, Fey yearns to escape this wretched place and visit Madam Eva, the enigmatic Seeker, residing in the Vistani camp at Barovia.

Ember's focus lies on multiple fronts. She desires to delve deeper into the invitation from Strahd, uncover the secrets of the Tome of Strahd located outside the tower, examine the wound inflicted upon her during the battle, and, not least, provoke Ray (just because!).

Zilveren, having narrowly escaped death's clutches, reflects upon the implications of his mortality. The thought of leaving behind his daughter, bereft of anyone to search for her, weighs heavily on his mind. He seeks answers about his daughter's whereabouts in Krezik and harbors a desire to meet the enigmatic Abbot dwelling in that town.

As the adventurers gather at the tower's window, Ray peers into the distance, hoping to glean insights from the elevated vantage point. Alas, his gaze reveals nothing of consequence.

Ember, grappling with the effects of lycanthropy, examines her healed wound, recognizing the transformative changes that accompany her affliction. Recalling Fey's knowledge of curse removal, she resolves to discuss this matter with her trusted companion.

Intrigued by Ember's offer, Fey questions the group's certainty in accepting Strahd's invitation. In response, they acknowledge the lack of alternatives, prompting Fey to inquire if both Zilveren and Ember would like her to remove their curses. While Ember welcomes the prospect, Zilveren prefers to explore natural remedies, consulting Van Richten's book and discovering information about wolfsbane. Fey reveals that she possesses wolfsbane acquired from Krezik, suggesting its potential usefulness.

Ember reveals a curious item to the group—the severed head of a Vistani, preserved within a chest. Recognizing its potential magical properties, she keeps the head, as it could prove useful for the Speak with Dead spell.

As the party departs from the tower, their attention is drawn to the scaffolding, indicating that others have accessed the tower without passing through the magical door. Jasper discovers a note and swiftly flies back outside to share its contents. Ember and Fey attempt to decipher the message but find themselves confounded by its meaning.

Guided by the tracks left behind, the adventurers proceed towards the wolf's den, scaling a treacherous mountain. Ember, burdened with the chest containing the severed head, accepts Fey's offer to assist with carrying the weighty load. During their ascent, Ray and Zilveren engage in conversation, with Zilveren questioning Ray's purpose in these lands. Ray, on the hunt for a friend, prompts Zilveren to suspect that they might have already crossed paths. Zilveren's keen intellect contrasts with Ray's retired bounty hunter persona.

Continuing their journey, Zilveren, sensing Fey's intentions, shares a revelation with her in a secluded conversation. He recounts a past tinkering experiment gone awry, resulting in a curse he believes afflicts him. Revealing his intricate gold-plated heart replacement, scarred veins, and hidden gems, Zilveren observes Fey's reaction. Attempting to forge a deeper connection, Zilveren guides Fey's hand to his neck, where a missing pulse confirms his lack of a heart, relying solely on the mysterious device. He imparts to Fey the risks associated with removing his curse, cautioning that it may result in dire consequences. Fey realizes that the curse removal spell would affect all curses, including Zilveren's heart replacement, rendering her unable to assist him.

Pressing forward, the group follows the tracks to a wolf-shaped cave mouth, noting the presence of numerous tracks, including those of children being dragged into the cave. A hidden entrance catches their attention.

Strategizing their approach, Ember, Fey, and Ray position themselves near the hidden entrance on a ledge, while Zilveren remains below. Unfortunately, Fey's attempt at stealth fails miserably, resulting in an ambush as the wolves emerge precisely where Ember, Fey, and Ray are situated.

A fierce battle ensues:

* Ray skillfully dispatches one of the werewolves with his silver rapier.
* Zilveren, intended to be the distraction outside, finds himself attacked by two women wielding spears. Their weapons prove ineffective against his lycanthropic resilience.
* Fey casts Banishment on three opponents, and Ember strikes a wolf with her silver dagger, leaving it vulnerable for Ray's final blow.
* Zilveren conjures a flaming sphere, prompting one of the werewolves to recognize his lycanthropic nature. The werewolf implores Zilveren to extinguish the flame, insisting that violence is unnecessary.
* Tragically, Fey falls victim to a werewolf bite, becoming cursed with lycanthropy, while Ember's resilience wanes, leaving her with only 1 HP.
* Zilveren finds himself surrounded by wolves, engaging in a dialogue with a wolf lady wielding a spear. She claims Zilveren as part of her tribe, including the captured children.

As the battle rages on, Ember creates a portal to a far realm through a Hadar invocation, and Fey employs her Eyes of the Grave ability to survey the werewolves. In a valiant effort, they manage to defeat all the wolves and werewolves, but Fey, too injured to aid Zilveren, hides in the aftermath.

Inside the cave, Ember stumbles upon a room adorned with a curtain fashioned from human skin. Meanwhile, Ray remains hidden. Outside, Zilveren finds himself in dire straits, surrounded by a swarm of wolves. Fey, aware of her own limitations, decides she cannot risk entering the fray to save him. Zilveren's fate seems uncertain, especially considering his curse.

Inside the room, Ember discovers a group of children and a woman clad in tattered garments. The werewolf-woman, Zuleika, identifies herself as a priestess of Mother Night and explains that she had been praying for someone who could aid in rescuing her husband, Emil, from Strahd's clutches. Determined to retrieve her husband before relinquishing the children, Zukeila denies Ember's request. However, Fey descends the stairs, creating a distraction that allows Ember to strike at Zuleika.

Meanwhile, Zilveren encounters Kiril, who returns from a hunt. He has no way to escape the werewolves...

## Session Seventeen: The Wizards of Wine

We delve into a realm of emotions and turmoil as our heroes face the perils of Barovia. Ray, wounded and weary, bears the weight of concern for the group's reckless actions. Fey, her thoughts swirling in turmoil, laments her inability to aid Zilveren and hopes to return and rescue him and the captured children. Ember, unsettled by the grim discoveries they have made, harbors a burning desire to avenge the slain children and regroup for their rescue.

As the adventurers make their way through the woods, they chance upon an eladrin named **Nix Vinaturae**, who shares her harrowing encounter with Strahd's followers while attempting to visit Yester Hill near the winery. The group deliberates at length, grappling with trust, but ultimately decides to rest in the woods, despite the absence of the moon. They each seek solace in their own way, with Ember attempting to decipher a cryptic letter, Fey offering prayers, and Nix lost in her own thoughts.

Fey's prayers are answered in a profound manner as she enters a slumber shrouded in the mists of Barovia. Within the mist, faces and voices of those she has lost manifest before her, evoking a surge of emotions. As the mists part, she finds herself in the realm of the Corpse Star, Zhudun, an enigmatic entity. The Corpse Star recounts a parable of a man lost at sea, relying solely on his faith, yet succumbing to a tragic fate. Before departing, Fey catches a glimpse of her former self, radiant and innocent, instilling within her a newfound sense of purpose and resolve. She emerges from the mist, shedding her old identity to become the new Fey.

Inspired by her revelation, Fey communicates with Ireena through a magical sending, urging her to stay hidden and assuring her rescue. Meanwhile, Nix and Jasper, the trusty companion, form a bond as Nix's ability to converse with animals captivates the raven. The two share a lighthearted moment as Nix lavishes praise on Jasper, enamoring him with her kind words.

Led by Nix, the group journeys to the vineyard where they encounter a familiar face. Nix recognizes the man, who offers shelter and cautionary silence. More humans emerge from the dark forest, and Davian Martikov, the vgroups "Grandfather," introduces himself. Inquiring about the Martikov lineage, Fey connects the dots, learning that Danika Martikov, from the inn in Vallaki, is Davian's daughter-in-law. The dire situation becomes evident as Davian reveals that the druids and barbarians from Yester Hill have overtaken the winery, seeking control over the land's lifeblood. Ray seethes with anger, recognizing the druids' allegiance to Strahd. The group receives a crucial task—sneak past the twig blights and eliminate the druids responsible for their creation.

The heroes arrive at the winery, only to face an overwhelming horde of 30 twig blights. Engaging in a fierce battle, they exert their might and skill, but their efforts seem futile as an additional 20 twig blights join the fray. In the midst of the chaos, a pair of ravens signal to Nix, revealing an opportunity to escape. Fey's radiant spell proves effective against the blights, while Nix summons bears for protection and transforms into a polar bear herself. Ray, seizing an opportunity, dashes toward the winery's front door, only to discover it barricaded from the inside. With Nix's assistance, they manage to break through the barricade, seeking refuge within the winery.

Inside, the group finds themselves in a small workshop, where Fey and Nix use their healing abilities to tend to the party's wounds. The healing magic takes the form of enchanting fairy patronuses, evoking a sense of wonder. Ray, stealthy as ever, cautiously enters the next room, guided by the sound of movement. The adventurers follow suit and discover a wild-looking figure hunched over a vat of wine, pouring something ominous into it.

The encounter escalates into combat:

* Fey casts Bane, weakening the foe.
* Ray deftly strikes, maneuvering the figure to face the group.
* Ember probes the figure's surface thoughts, revealing her bewilderment and lack of familiarity.
* Fey delivers a decisive blow with her mace.
* The figure summons eight additional twig blights to her aid.
* Ray dispatches the figure with a lethal rapier thrust, though the blights remain.
* Unleashing her power, Ember annihilates not only the remaining blights but an additional 16 hiding within the vat. The sheer display of her might leaves the party in awe.

The battle concludes, and the heroes stand in awe of Ember's incredible feat, pondering their next steps in this treacherous land.

## Session Eighteen: The Trial for the Tome

With focused intentions, our adventurers set forth on their quests!

* Ember wants to uncover the secrets of the druid and the mysterious substance poured into the wine and clear the winery of the druids, seeking the Martikovs' aid.
* Nix wants to reach Yester Hill by eliminating the druids in the winery. Curiosity fuels her desire to learn more about her newfound allies, particularly their connection to the Fanes.
* Fey wants to discover the nature of the druid's concoction and drive the druids away from the winery, seek knowledge about the Fanes and her companions, and explore the possibility of opening the Tome of Strahd to gain insight into defeating him.
* Ray, intrigued by the contents poured into the vats, wishes to restore the winery's productivity and bring joy back to the land. Additionally, he reminds the group of their dinner invitation from Strahd, urging them to make ample time for their journey to Castle Ravenloft.

As the group advances, Fey queries Ember about her Hunger of Hadar, and Ember cavalierly reveals that it opened a portal to another dimension. Ray discovers an alternate route, marked by scratches, which bypasses the needle blights. Blocking the path, he fortifies the barricade. Ember, on the other hand, spots a spiral staircase and hears the cawing of ravens.

Gazing out the window, Fey witnesses a sprawling forested hill engulfed in mist, likely Yester Hill. Venturing into another room, the party encounters a druid waiting on the other side. Fey swiftly opens the door and attempts to immobilize the individual with a hold person spell, initiating combat.

In the ensuing battle:

* Ray strikes a druid within the room, who is protected by Barkskin. Five needle blights accompany the druid.
* Nix employs an ice knife spell, obliterating one of the blights.
* Fey's hold person spell fails, while the druid retaliates with thunder wave and shillelagh.
* The druid claims, "The land protects us."
* Ray effortlessly dispatches the druid, who gurgles a final prayer before perishing.
* Nix teleports away using fey-step. Feyalin inflicts some damage.
* Ember falls in battle, prompting Ray to enter and eliminate another blight. He skillfully saves a lone bottle of wine using a dexterity save.
* Nix revives Ember with healing magic and subsequently transforms into a dire wolf. Maneuvering through the wine cellar, the party eliminates all enemies.

Following the encounter, Nix detects a scent emanating from the stairs, and Ray senses poison in the wine bottles. Ray smashes the poisoned bottles, salvaging some untainted ones. Ember observes that the druid possessed ancient elk horns, indicative of her affiliation with the old ways. These druids hold a disdain for material possessions and may seek to spread chaos within wine-dependent civilizations that differ greatly from their own lifestyles.

In another bout of combat:

* Vine blights emerge, entangling the group. Fey manages to break free, while Ray topples one of the blights.
* Vines ascend the stairs, ensnaring Nix in their grasp.
* Ray devises a clever plan, igniting the wine on the floor to damage the vine blights. The flames spread, injuring Nix in the process. Ray moves towards the staircase with Ember, where a druid conjures spikes.
* Jasper launches an attack on the druid's face, but is quickly slain.

The roaring flames that Ray had ignited spread relentlessly, engulfing the surroundings with a destructive blaze. The needle blights, caught in the fiery inferno, attempt to flee for their lives. One blight, ascending the stairs, succumbs to the flames, incinerating the druid's wooden spikes along with it. Nix, seizing the opportunity, delivers a swift and lethal strike to the fleeing blight, ending its existence. Yet, despite the blights' demise, the inferno rages on, consuming everything in its path.

Meanwhile, Ray presssd forward, ascending the stairs past the defeated druid. Nix, in her dire wolf form, is now dangerously weakened by the unrelenting fire. The druid within the room bellows, "We have rats!" Yet, the cacophony of cawing ravens drowns out the words, as if the birds (friends of the Martikovs?) seek to protect their secrets. Fey finds herself in the vat room, while the druid attempts to make a desperate escape. Ray, driven by a lack of trust, launches an attack on the fleeing druid, ensuring they would not elude justice.

Ember delves deep into the druid's mind, uncovering a disturbing vision. She glimpses a haunting scene, featuring enigmatic figures adorned in furs and antlers, resembling the attire Nix wears. Their throats are brutally slit, and their lifeless bodies are interred beneath the roots of a malevolent, obsidian tree radiating pure malice. Nix's companions had been sacrificed to this ominous arboreal entity. The druid descends beneath the enormous tree into an underground cavern, where Ember beholds a creature unlike any she had seen before. It appeared as a grotesque fusion of a flower and fibrous tentacles, surrounded by deformed skulls. The druid believes, with fervent conviction, that offering the faithless to this **Gulthias Tree** was a righteous act.

In the present day, the feeling druid's purpose is to summon the final druid from the upper level, who prayes while holding a staff as dark and malevolent as the Gulthias Tree itself. Filled with loathing, the druid fixes a hateful gaze upon Ray and declared, "I do not know why you have done this, but you will fertilize our tree." With a wave of their hand, the druid conjures a moonbeam, aiming it at Ray. Displaying extraordinary resilience, Ray absorbs the attack, shielding Fey and Ember from harm. He retaliates, striking the druid with a decisive blow, piercing their neck and ending their life.

Curiously, Ember chooses not to share the knowledge she had gleaned with the rest of the group. She rushed upstairs, intent on confronting the final and potentially the strongest druid alone. As she ascends, Ember discoveres a man waving a staff, muttering incomprehensible words with closed eyes. Seizing the moment, Ember dips an arrow into the poisoned wine and shoots it towards the druid. Startled, the druid turns towards Ember and begins speaking in tongues, their words unintelligible.

Suddenly, the druid leaps into a nearby hole, reappearing near Fey and Ray. With a flourish of their staff, they summon a blood-red vine blight. Ember, undeterred, strikes the druid with precision, swiftly dispatching them. The blight, which had embedded thorns into the druid, exhibited traits suggesting it thrived on blood. As the druid perished, the thorns receded, but to Ember's dismay, the roots of the vine pierced her veins, forcibly attuning themselves to her. The blight's consciousness invaded Ember's mind, yet Fey swiftly eradicated the blood vine blight, bringing an end to the combat.

Meanwhile, Nix remains upstairs, absent during the final confrontation. As the group contemplates what to do with the staff, Nix stumbles upon an elegantly furnished room. A raven-carved bed and records of wine shipments catch her attention. Markings for BV, EW, K (likely Krezk), V for Vistani, and S for Strahd adorned the documents. Curiously, a raven approaches Nix, behaving erratically, attempting to guide her away from the room. Ignoring its warnings, Nix seizes the S book, prompting a chorus of protests from the ravens. In their avian language, she discerns their frantic message, "Not yours! Keep it! Stay! Don't move! Beware the malevolent trees! Break the stick! Break the stick!" Despite the ravens' outcry, Nix clings to the S book while all the ravens vehemently insist it wasn't hers.

Determined, the group claims the staff, its tendrils bonding with Ember. Fey, absorbing a wealth of knowledge about the staff, manages to persuade Ember to allow its destruction. Nix ignites the staff, reducing it to ashes. The group then gather the bodies of the fallen druids, giving them a proper cremation. During the solemn moment, discussions on life and death ensue. Fey recognizes the need for a deeper understanding of Strahd if they are to face him at the upcoming dinner. They retrieve the tome and, as a precaution, Nix summons dire wolves for added protection. With caution, Ember openes the ancient book.

The Tome of Strahd reveals a strange discordance between Ember and her patron. Something within the book yearns to connect with Fey instead. Fey has the choice to exclude herself from the connection, and she does so without fully understanding why. As mist enveloped the surroundings, Fey extends her hand, finding herself pulled into an eerie realm. Powers clash within the mist, while the voice of Jasper echoed in Ember's mind, warning against allowing Fey to take hold of the book. Fey senses the calls of Madam Eva, who named the fated person she was destined to encounter, entirely independent of the malevolent influence. Entities of ancient power whisper to Fey, indicating that she was meant to possess the tome. Ember's own internal voice adamantly claimed ownership. Moved by determination, Nix thrusts her hand into the mist and runs towards Fey. Just as Ember was about to uncover a crucial revelation, a voice declared, "Very well. It has come to pass." The book bonds with Fey.

In the meantime, Ray departs to inform the Martikovs that it was safe to return. The Martikovs reveal that a magic gem had safeguarded their wine, but it had been seized by witchcraft-wielding scarecrows, who subsequently delivered it to a witch, possibly older than Strahd himself—Baba Lysaga. Though uncertainties surroundeher true nature, she undeniably possesses formidable power. Another gem had been taken by the druids of Yester Hill, just five days prior, leaving only one gem in their possession. The Martikovs could not return home until at least two of the three gems were recovered. Ray discloses the details of the poisoned wine, only to find that the Martikovs were already aware, thanks to their network of ravens. Ray's suspicion is piqued—could Martikov himself be a druid? His extensive knowledge seemed to suggest so. Ray also inquires about his missing friend, gathering valuable information in the process.

The three-in-the-book find themselves in a new space, accompanied by a low and resonant voice that strikes a chord with Ember and Nix. "I was the warrior. I was good and just," it resonates. The mist dissipates, revealing Rahadin, unaged despite the passage of time. Before them lies a tent housing a large table adorned with a map of all of Barovia—a map that bears striking resemblance to Ember's own. A man resembling a young adult Strahd, clad in red armor with gold leaf accents, stands to the right. Rahadin wears a stern expression, accompanied by a subtle smirk—a combination that exudes arrogance.

Another figure emerges—a commanding presence with dark hair and an expression that brooked no nonsense. Adorned in plate armor bearing the von Zarovich crest, Fey recognizes her as Commander Alexandra Gwillem. Strahd gestures toward her and announced, "Commander Gwilym, the table is yours." Nodding, the commander fixes her gaze upon the party.

Commander Gwilym outlines their mission—to vanquish the Order of the Silver Dragons, who are holed up in a castle and preparing for battle rather than succumbing to starvation. She explains their strategy of moving toward the village, relying on the indifference of the commoners, who would not impede their passage. The commander, accompanied by the party, would confront the enemy directly, while Rahadin held the base of the hill. It becomes clear that the party members themselves were considered lieutenants, attired in the prestigious von Zarovich crest armor.

As the group delves into the finer details of their plan, Strahd discloses that Godfrey Gwilym, the commander's brother, is among their adversaries. Despite Fey's attempts to inquire further about her brother, the commander dismisses the topic, vowing to beat him into submission and reestablish his allegiance. The commander mentions that their foremost opponents were Godfrey and his partner, and reveals that they had previously attempted single combat, which had been foiled by the Silver Dragons' prudence.

Strahd entrusts the group with this critical mission, emphasizing the need for precision and avoiding collateral damage. Fey proposes the notion of treating the conflict as an internal family affair, but Commander Gwilym and Rahadin dismiss it, stating that the Order of the Silver Dragons was the true enemy, overshadowing any familial grievances. Strahd refers to Fey as "Spymaster" and suggests she accompany Rahadin, while Nix would follow Commander Gwillem. Ember willingly volunteers to stay behind with Strahd, providing protection for both him and the town they sought to defend--while she intends to take advantage of his graciousness and see if thwarting him in the book might solve their problem back in the true Barovia.

## Session Nineteen: The Vampire and the Hunter

Let us embark on a journey back to the Tome of Strahd, where our brave adventurers gather with purpose! Their intentions are as follows:

* Fey: She desires to shadow Rahadin and gain insight into the ongoing events and the cause of this war.
* Nix: Nix seeks answers from the commander about their adversaries and the reasons behind this conflict. Additionally, she longs for more knowledge regarding Strahd's backstory.
* Ember: Delving into Strahd's state of mind and the reasons behind his participation in this war, Ember aims to uncover deeper truths. Moreover, she's concerned that Fey's presence in the book might jeopardize Ember's connection to it, and thus intends to keep Fey away from Strahd.

A series of skill checks will shape their paths through a social skill challenge:

* Fey: Employing her keen perception, Fey seeks to gather talking points and find suitable conversation starters for Rahadin.
* Nix: Focused on gaining contextual understanding of the battle and its historical background, Nix decides to make a survival check to assess the adversaries they face and their skill sets.
* Ember: In a somewhat amusing turn, Ember attempts to charm Strahd, but her effort falls flat. Distracted and anxious about losing access to the Tome of Strahd, Ember engages in an awkward conversation. Strahd promptly sends her back to her post.

A transitional moment unfolds, akin to the turning of a page in a book, revealing another camp with different armies. Fires consume buildings in the village as soldiers clad in silver and blue armor with raven motifs engage in combat. Strahd, leading the charge, is struck by a javelin and falls to the ground. Accompanied by Rahadin, Alexandra, and Nix, Fey witnesses this scene. Initiative is rolled to determine whose encounters will be faced first.

Ember finds herself at Strahd's feet after his fall. Blood seeps from his side where the silvered javelin pierced him. Ember picks up the weapon and inspects the wound, discovering that it does not appear to be fatal or poisoned. Informing Strahd that the javelin is silvered, Ember offers to dress his wound and calls for a medic. Amidst the chaos, Ember notices a group of individuals who resemble the Vistani, as well as blue and gold-armored knights bearing a silver dragon emblem approaching. Initiative is rolled as Ember contemplates allowing Strahd's demise and contemplating disarming him.

Accompanied by Commander Alexandra Gwilym, Nix navigates the challenging terrain disadvantageous to Strahd's forces. Suddenly, they spot five massive stone balls rolling down the hill towards them. Nix warns the commander, who reveals the origin of these traps as the work of her "idiot brother." Skillfully evading the boulders, Nix and the commander charge forward, nearing the castle of Argonvostholt. Their mission is to conquer the knights of the silver dragon. An intense encounter ensues, with Godfrey Gwilym, a gallant and muscular knight, entering the fray. Initiating combat, they clash in a battle of strength and familial conflict.

Accompanied by Rahadin, Fey and her companion traverse the woods. Fey considers utilizing her connections to infiltrate through back or side entrances, but Rahadin assures her that they are securing the area against any surprises. Disguised by an item blending him with the surroundings, Rahadin eludes Fey's vision. As Fey deliberately avoids the snares, she pretends not to notice them, hoping that Rahadin might fall victim to them. However, Rahadin's heightened perception allows him to evade the traps effortlessly.

Four soldiers bearing the emblem of the Silver Dragon approach our Fey and Rahadin. Fey puts on a dramatic display, readying herself for combat with her daggers, but her efforts go unnoticed. The tension rises as everyone rolls for initiative, and Fey is the first to act.

In a surprise round, Fey climbs a tree, takes out her light crossbow, and aims at one of the soldiers. Her intention is to graze him without causing serious harm. However, the Paladin of Argonvostholt spots her and calls his companions to attack. Meanwhile, Rahadin darts behind a tree and hurls a poison dart at one of the soldiers, instantly killing him. He then throws another poison dart at the paladin, inflicting serious damage but not incapacitating him. Rahadin enhances his scimitar with a magic weapon spell.

The regular initiative begins, and Fey uses her magical abilities to send a message to one of the soldiers. She instructs him to flee and inform his superiors of Rahadin's ambush from the east, warning them that Strahd is approaching. Confused and frightened by this magical communication, the soldier hesitates. Fey descends from the tree and conjures a spiritual weapon, which appears as a branch rather than her usual weapons associated with Lathander or the Corpse Star.

Rahadin showcases his formidable strength by swiftly dispatching the paladin with a series of devastating strikes. He then employs his Misty Step ability to teleport behind another soldier, delivering a fatal blow from behind. Only one soldier remains, trembling and unable to land a successful attack on Rahadin.

Fey seizes the opportunity to send another message to the remaining soldier, urging him to flee for his life and warning of dire consequences if he doesn't. The soldier hesitates, briefly proclaiming his faith in his gods and threatening Rahadin. Unfazed, Rahadin impales the soldier from behind with his scimitar, pulling him close in a macabre embrace. Despite the soldier's delusions of survival, Rahadin finishes him off by pulling the scimitar through his body. Rahadin nonchalantly cleans his blade on his blue tunic while Fey explains that her skills lie more in conversation than combat. Rahadin playfully suggests Fey try using a dart instead.

Meanwhile, Nix and Alex face their own adversaries. Nix scans the area and detects no additional soldiers, realizing that while the Strahd forces have the advantage in numbers, the terrain works against them. To even the odds, Nix summons two direwolves as her animal companions. She approaches Commander Gwilym and proposes that she and the wolves engage the remaining soldiers, leaving Godfrey to be handled by the commander. The commander agrees, and Nix and the wolves charge forward, tearing apart one of the guards in a gruesome display.

Godfrey questions his sister's motive for initiating needless bloodshed and expresses his confusion over her decision to fight against him instead of with him. He readies himself for an attack from his sister and casts Divine Favor, preparing to retaliate. One of the wolves lunges at Godfrey, biting his arm, but Godfrey intimidates the creature with a piercing gaze and quickly moves forward.

Commander Gwilym steps forward, swinging her sword and insulting Godfrey. However, Godfrey seizes the initiative with his readied attack, dealing a significant amount of non-lethal damage. In response, Commander Gwilym strikes back, inflicting substantial harm on Godfrey. The guards also manage to deal some damage to the wolves.

Nix strategically positions herself to block Godfrey's escape and commands the wolves to attack the remaining guards. The wolves brutally dispatch both guards, leaving behind a gruesome scene. Godfrey's shield is on the verge of breaking, and he struggles to keep his sword raised. His appearance is worn and tattered. Commander Gwillem informs him that she intends to remove Vladimir, Godfrey's partner, from the equation.

Amidst the chaos, a deafening roar resounds, capturing their attention. Ember, perceiving that Strahd is heavily armored, recognizes the sheer luck and skill required to pierce him with a javelin. She uses telepathy to communicate to her allies the location of Strahd's injury and his weakened state.

Strahd attempts to regain his composure, but Ember senses that his wounds render him ineffective in combat. He scans the battlefield, looking at the medics and gritting his teeth. Finally, he mounts his horse and disengages, retreating from the fight. The Vistani pursue him, with Ember following closely behind, positioning herself behind the Vistani. She decides to cast Thunderstep, transporting herself and disappearing. The Vistani immediately fall victim to Ember's explosive attack. Strahd's horse collapses, bringing him down with it. Struggling to comprehend what just occurred, he rolls a critical failure.

As Ember surveys the aftermath, she notices a river of blood flowing through the battlefield. A divine cacophony resonates, followed by a commanding roar. Ember's attention is drawn to the sky, where Argynvost, a magnificent silver dragon, reveals itself with wings and claws. Rahadin's smile disappears as he becomes alarmed. Even Fey senses the impending danger and asks Rahadin if they should return to assist the commander, but he refuses, stating that it is time to finish their true goal: to slay the silver dragon.

The sound of the dragon's wings flapping fills the air, reminiscent of flipping pages. Strahd's voice narrates his experience and emotions, captivating their attention.

Suddenly, they are transported back out of the book, returning to their original surroundings. Fey has become attuned to the book and gains the ability to cast "Unseen Servant."

The focus shifts to Ray, who has made his way to the werewolf den, following a solid lead on his friend's whereabouts. Ray is confident in his navigation through Barovia and recognizes the man he's been seeking. Initially unsure, Ray soon realizes the man's true identity, as evidenced by his masterful and efficient hand movements—none other than Rictavio, his teacher and a renowned monster hunter--Rudolph Van Richten.

Ray expresses his frustration at being trapped in Barovia. Rictavio, also known as Rudolph Van Richten, provides guidance to Ray as they prepare to confront the werewolf den together. Without his wolf's bane, Ray is instructed to construct effigies while Rictavio lights the herb as incense to repel the werewolves. Armed with a wine-soaked rag and his flint, Ray enters the cave stealthily, attempting to set Kiril, the werewolf leader, on fire. The plan succeeds, enraging Kiril and triggering a fierce battle.

Rudolph aids Ray by striking Kiril with a guiding bolt, while Ray engages in close combat. Rudolph's spirit guardians tear through the other wolves, and the fight intensifies.

Kiril leaps behind Ray, and Ray swiftly counters with a powerful sword thrust. Meanwhile, Rudolph summons his spirit guardians, and the ethereal beings tear through the remaining wolves, keeping them at bay. As the battle intensifies, Rudolph casts another guiding bolt, causing Kiril to leap back, momentarily disoriented.

Seizing the opportunity, Ray double dashes, closing the distance between him and Kiril. The werewolf leader's senses are assaulted by the scent of a human child, likely the one carrying the wolf's bane. The smell repulses Kiril and the other wolves, slowing their movements.

Suddenly, Skennis, one of the wolves, awakens and reacts strongly to the wolf's bane. The rest of the wolves, affected by the potent herb, move sluggishly. In a desperate attempt to escape, Kiril plunges into the water, extinguishing the flames and filling the cave with smoke. The other werewolves follow suit, transforming into their hybrid forms. Zilveren, subjected to Kiril's brutal training methods, resists the transformation by focusing on thoughts of his daughter, feeling abandoned by his former pack.

Zuleika joins the fray, looking surprised as Ray launches an attack against her. It becomes evident that the wolf's bane has been enhanced somehow, amplifying its effects. Kiril, realizing the peril his pack is in, urges them to flee the cave, and they heed his command.

Meanwhile, Rudolph locates Zuleika, who attempts to heal herself, skillfully evading his guiding bolt. Skennis, unable to locate the source of the wolf's bane, aimlessly wanders around the cave, with the other wolves following him submissively.

One by one, the werewolves succumb to the effects of the wolf's bane, falling foaming at the mouth. Zuleika manages to stabilize one of the fallen wolves and warns Rudolph, threatening the lives of the children. In a final desperate act, Kiril attacks the wolf's bane effigies, preventing more smoke from entering the cave.

Rudolph, attempting to reason with Zuleika, proposes a partnership to hunt down Kiril together. Initially resistant, Zuleika eventually agrees to the plan. Skennis, now incapacitated by the herb, leads the others in a feeble attempt to find the wolf's bane's source.

As the tension reaches its peak, the first rays of sunlight filter into the cave, causing Kiril to retreat. With less than half his health remaining and his pack dying, he decides to run away, vowing to hunt them down later. Zilveren, acting on pure instinct, follows him out of the cave.

The scene shifts back to the group in the presence of the Tome of Strahd. Nix expresses her hope in finding additional allies to defeat Strahd, inspired by the sight of the majestic dragon. Fey ponders the possibility of altering the course of events within the tome and wonders about the consequences in both the book and the real world. Curious about the extent of the book's influence, she experiments by picking up a rock and placing it in her pocket.

Ember, still holding the javelin that wounded Strahd, contemplates the potential changes they can make in the book. She remains concerned about Fey's newfound connection to the tome. The group realizes that several days have passed since they entered the book and make plans to leave for Castle Ravenloft. Nix conjures riding horses, and they follow Ember and Fey's lead.

On their way, they notice the absence of the Martikovs, causing Nix to worry that Strahd's threat might have driven them away. Wanting to find Ray, Nix transforms into a direwolf to track his scent. Fey, searching for clues, finds no trace of the Martikovs but notices signs of disruption as if something swiftly flew through the trees.

Ray, focused on completing their mission and reaching Castle Ravenloft, remains determined. Strahd's sudden appearance has deeply unsettled Nix, and she yearns to learn more about their foe. Ember intends to reestablish her connection with the Tome of Strahd and retrieve her book. Fey, driven by her desire to save Barovia and break Strahd's curse, realizes the importance of reconciling with Ember and embracing their shared goal.

Outside the Winery, the group takes in the surroundings, noticing the changing seasons and the accumulated leaves. Days have passed since they entered the Tome, a realization that fills them with a sense of urgency and concern.

Nix plucks a grape and eats it, while Ember inquires about Ray's whereabouts. Approaching the Winery's door, Ember knocks, and a long, suspenseful pause follows. Slowly, the door creaks open, revealing a figure they are all too familiar with. Tall, draped in a regal cape, exuding confidence, and with completely pale skin and long black hair, it is none other than Count Strahd von Zarovich himself!

Addressing Ember and the group by name, except for Nix, Strahd questions Nix's identity. Politely introducing himself, he inquires about their stay in Barovia, to which Ember reveals that she is from this land. Strahd acknowledges her response with charm and mentions various locations like Krezk, the Tsolenka Pass, and Vallaki. Ember confirms Krezk as her hometown, and Strahd remarks that he hasn't visited there in some time. He asks about their well-being, and Ember assures him that they are fine.

Turning his attention to Fey, Strahd acknowledges her status as an outsider and references his chamberlain, Rahadin, treating her disrespectfully. Fey displays her injured hand, a result of Rahadin's actions. Strahd explains the differing perspectives on power between him and Rahadin, subtly probing Fey's connection to the Morninglord's teachings. Fey clarifies that her actions are driven by the pursuit of what is right for the greater good, prompting Strahd to agree, asserting that the greater good represents the highest purpose.

Expressing his search for them, Strahd reveals his hope for their presence at a dinner he had prepared. Despite scouring the land, he couldn't locate them. Strahd questions the reason behind their elusive nature, and Ember attributes it to her ability called the Mask of the Wild, which allows her to blend into trees. Recognizing it as an elvish trait, Strahd compares it to Rahadin's abilities and likens Rahadin's extremism to keeping someone around in a friend group despite disagreeing with their actions.

Fey suggests that it might be a suitable time to honor their dinner appointment, and Strahd concurs, stating that he will return to the castle. Addressing Nix, he mentions an open seat, hinting at Zilveren's absence, and alludes to the upcoming meal being enlightening. Strahd expresses his curiosity about how they managed to avoid his gaze, considering his long tenure in Barovia. His gaze lingers on Ember as he emphasizes the unexpectedness since their arrival.

Curious about the Martikovs' connection to Strahd, Fey asks if they are his friends. Strahd emphasizes the importance of respect as demanded by the law, prompting Fey to question whether respect can be coupled with kindness and courtesy. Observing Strahd's mouth twitch with each adjective she mentions, Fey perceives his intrigue and fascination. Strahd informs them of an impending meeting and retreats behind the door, closing it and disappearing.

Realizing the need to depart and make their way to Castle Ravenloft, the group prepares to leave. Nix conjures two riding horses, instructing everyone to follow Ember and Fey's lead. Before setting off, Nix transforms into a direwolf, intending to track Ray's scent. Detecting Ray's presence to the north, they head in that direction.

Arriving at the spot where the Martikovs were last seen, they discover their absence. Nix becomes increasingly worried, considering the Martikovs as allies who cared for and assisted her. She speculates that Strahd's threat might have driven them away. Eager to find Ray, Nix decides to investigate while following his scent.

Fey, hoping to find any trace of the Martikovs' whereabouts, searches for tracks but finds none. However, she notices signs of disturbance amid the foliage, as if something swiftly flew away through the trees. The perplexing situation confounds the group, but Nix charges forward, pursuing Ray's scent.

Ray's determination to complete the mission and locate Kiril intensifies, desiring to leave Barovia and reach Castle Ravenloft. Nix, still shaken by Strahd's appearance, yearns to confront the unfaithful druids at Yesterhill and seeks more information about Strahd. Ember, keen to reconnect with the Tome of Strahd and retrieve her book, balances her priorities. Fey, driven by her mission to save Barovia and break Strahd's curse, acknowledges the necessity of reconciling with Ember and uniting their efforts.

## Session Twenty: The Dinner with Strahd

Nix desires to uncover Ray's whereabouts and hasten to the castle for dinner with Strahd. She also seeks a conversation with Fey regarding the Fanes, as Fey claims knowledge of one hidden within Yesterhill. Ember yearns to join the dinner with Strahd without delay, her mind set on reclaiming her book. Additionally, she possesses an unwavering determination to locate the dungeon of bones, as prophesied by Madame Eva. Fey, with a multitude of objectives, laments the lack of time. She strives to swiftly arrive at the castle for dinner with Strahd, engage in a discussion with Nix about the Fanes, particularly the one possibly concealed in Yesterhill, and gather the entire group to devise a cohesive plan. Her unease about the impending dinner drives her desire for unity.

Ray and Van Richten trail the werewolves Kiril and Zilveren. Ray seeks to identify which one is their ally but struggles to discern the truth. In contrast, Van Richten possesses this knowledge and casts a curse-removing spell on werewolf Zilveren, resulting in his demise as his heart ceases to beat. Kiril, on the brink of death, delivers a sinister monologue, which Ray abruptly interrupts by driving his weapon into Kiril's neck. Ray proceeds to loot the fallen werewolves, discovering a meager bounty of money, schematics, a sol breve, a sapphire ring, and Zilveren's mechanical heart.

As a tribute, Ray raises the sol breve above Zilveren's lifeless countenance. Van Richten advises Ray to return to the group, cautioning him of greater forces at play. Ray is urged to keenly observe rather than immerse himself within the tome. Furthermore, Van Richten requests that his true identity remain concealed, disclosing that their next encounter will find him altered in appearance and bearing the name Cantemir.

Ray confides in Van Richten their plans to attend dinner at Strahd's castle. Encouraging the endeavor, Van Richten emphasizes the importance of gathering as much information as possible. He inquires if "SHE" has followed Ray to this realm, alluding to someone for whom he holds parental responsibility, though harboring mixed feelings. Ray implores Van Richten to escort the children back to Krezk and investigate the Abbot's pursuits, including his peculiar practice of assembling creatures from disparate bodies.

Meanwhile, the rest of the group rushes and searches for Ray. Unaware of the passage of time, they recognize Ray's efforts to obscure his scent, hoping to mislead his pursuers. Fey employs the Sending spell to communicate with Ray, discerning his location.

Reuniting, they progress towards the castle. A grand, ebony carriage, pulled by black steeds, awaits them—Rahadin's carriage—eerily vacant. Ray proposes boarding it, while Fey intuits that the carriage has been sent to transport them to Strahd. Nix, intrigued, opts to ride atop the carriage. Ember, however, remains deeply suspicious of its nature, uncertain of the consequences should they board. Despite her reservations, Ember eventually joins the others within the opulent carriage.

Fey acknowledges Nix's unique awareness of the Fanes and imparts her own revelation—a vision unveiling the Fanes' potential in their quest to vanquish Strahd. Fey stresses the necessity of returning the Fanes to their respective domains, emphasizing the group's role in this restoration. She implores Nix to lend her aid, an endeavor that Nix initially set out to pursue. Together, Fey believes the group can revive the Fanes. In an attempt to unify the group's purpose, Fey draws metaphorical parallels between each member and the cycles of life, death, and the changing seasons. As they approach the foreboding castle, Ember reaches out into the mists, sensing tiny clawed hands attempting to grasp her, only to find themselves futile in their pursuit.

A parchment materializes within the carriage, accompanied by a package. The parchment bears the words, "A gift upon your arrival - SVZ." Inside the package, we discover four traveler's cloaks—elegant garments with black velvet, silver-trimmed hoods, and matching gloves. Fey adorns herself with both cloak and gloves, while Nix dons the cloak. Ember and Ray, however, opt to forego these items.

Our arrival brings us to Castle Ravenloft, perched upon a precipice—a sheer 50-foot chasm of unfathomable depths. This colossal fortress spans an imposing number of floors, perhaps five or even ten. The horses come to a halt, and we find ourselves standing at its entrance.

Ember summons Jasper, her trusted companion who visibly despises this unholy place. Undeterred, we advance into an entry space. As we move forward, the doors swing open, revealing a grand hall resonating with the haunting melodies of an organ. Overhead, within the vaulted entry foyer, four draconic statues glare down upon us. Ember approaches the door and knocks, prompting it to swing open, granting us entry. Rahadin, the castle's steward, greets us, informing us that Strahd is presently occupied but will join us shortly. Rahadin aptly assesses our group as "not a very washed bunch."

We encounter Escher and Sasha, who express their intentions to craft new attire for us. Sasha, a former bride of Strahd, now bears the emaciated visage of one who has fallen out of favor with the vampire lord. Her body has suffered from neglect. A suit of armor, adorned with gashes—testimony to past battles—catches our attention, with Nix's bite marks marking a tangible connection to the book's events.

A lengthy corridor stretches ahead, shrouded in ominous darkness. Its contents remain unknown. On the second floor, signs of recent habitation become apparent as disturbed layers of dust hint at recent activity. Our destination lies on the third floor, where Fisk awaits to restore our appearance. Fisk apologizes to Ember for their initial meeting and subsequent altercation, hinting that it may not have aligned with Strahd's desires.

Each of us undergoes a transformative makeover, emerging in our new attire—truly remarkable garments befitting our individual prowess.

Escher returns and inquires about Fisk's motivations, having seemingly jumped the gun with the mention of "Ireena." Could it be a matter of jealousy? Escher then proceeds to provide makeovers for all party members, excluding Ray, skillfully attending to their hair and appearance.

As we descend, Rahadin guides us to the dining room, bowing respectfully. The air reverberates with a haunting melody played upon the piano. The table is lavishly adorned with an array of delectable dishes. At the organ, cloaked in darkness, sits Strahd—a commanding presence. Our favorite foods are tantalizingly arranged before us.

Strahd reveals his desires, speaking of three fundamental longings:

* Love—he yearns to fill a void within his immortal existence. We have met some of his wives and consorts—Escher and Fisk. Strahd questions Ember, inquiring if she comprehends the feeling he seeks. A connection so profound, nothing else suffices—a love akin to addiction, worth sacrificing everything for. Strahd shares his countless encounters with Tatyana, each ending in failure. He has attempted kindness and cruelty, gentleness and force, trapped in an eternal cycle of torment. Even when Tatyana is present and willing, he remains ensnared. Strahd asserts that he does not control the mists of Barovia; instead, they confine him. These mists, bearing witness to a millennium of suffering, are governed by dark powers. Nix refers to him as Shadow Sworn, an individual bound to the powers of Barovia. Strahd turns his attention to Fey, noting her affiliation with a similar dark power, and queries the promises made by her patron. Rahadin, Strahd's confidant, has made numerous attempts to alter their prison, bringing in various artifacts, all in vain. Strahd admits uncertainty regarding the necessary conditions for breaking the curse upon himself and Tatiana. However, he expresses hope that our group may hold the key to his liberation. In his discourse, he references Fitzak, Alshudar, Fisk, and Zen--the Shield of Wings, a party that tried and failed to free Barovia.
* An heir—Strahd, cursed for his hubris, now seeks a successor for Castle Ravenloft. Rahadin desires to keep the castle within the von Zarovich lineage but wishes for someone else to take on the challenge. He suggests to Fey that it could become a domain for Lathander, while Nix has the power to shape the land in the image of nature. Rahadin also knows Ember's yearning to escape this place. If she can break the curse, freedom will be hers. Ray possesses the unique ability to see Van Richten, a relentless figure who defies death repeatedly. Strahd reveals that Van Richten harbors deep-seated animosity toward the Vistani, a group Strahd himself is not a part of but cares for.
* An end--Strahd yearns for death alongside Tatiana. He detests this place and regrets falling in with fiendish powers. The allure of the dark powers is tempting, promising knowledge and strength. As we dine, musical instruments emerge from the walls, serenading us. Fey ponders if these "dark powers" he mentions are linked to the Corpse Star. He also seeks an end to Van Richten. Van Richten severed the head of a Vistani simply for following him. Strahd desires to eliminate all threats to the Vistani; he references Arrigal, Arabelle, and all others.

Ember discloses to Strahd that her true name is AAAastrid and that she is not from this realm. Strahd did not willingly admit her to his domain, unlike the others. AAAastrid remains unaware of how she arrived and how to depart. Their fates have entwined, and Strahd expresses profound regret. Each time they die, they return fully aware, except Tatyana, who never remembers him. He confesses his inability to control himself around Ireena and his desire to shield her from that fate. Strahd ponders if he should play the role of the dark lord, hoping it will strengthen Ember by giving her an opposing force. When Ember asks to visit the Hall of Bones, Strahd assures her that he will arrange for Volenta, another biride, to accompany them.

Nix inquires if the "Rozana" Strahd mentioned refers to the dark powers. Strahd clarifies that they are separate; the Rozana, he says, are pagan gods that engaged in pointless human sacrifice. He liberated the land from them by working with the dark powers. Nix questions him about the death of Chief Kavan of the mountain people, to which Strahd reveals his hand, entirely transformed into metal--the price of displacing the Rozana and their champions (like the dead Chief Kavan).

Ember accompanies Escher througout the castle, where they encounter a deceased Barovian suspended from the ceiling, blood dripping into a basin. Escher asks what Strahd said about him, and Ember replies that he was not mentioned. Escher is shattered by the lack of news. During their interaction, Sasha discreetly slips something into the folds of AAAastrid's dress.

Back at the table, the conversation continues. Strahd mentions Lord Soth, an anti-paladin who invaded Barovia, when asked why he doesn't simply give up the land--when he tried to, invaders brutally slaughtered his people. Barovia may be his prison, but he needs to leave it in worthy hands.

Ember enters a room adorned with artifacts of Lathander and the Night Mother, whom we previously saw with Zuleika.

Strahd talks about his faith: he used to be devoutly religious, but his prayers remained unanswered, so he's no longer a believer. Strahd inquires if we have encountered any dusk elves--specifically, one of them who possesses distinctively deformed ears. We have yet to meet them. Strahd justifies the fate that befell the dusk elves, recounting how they stoned a lover of his--Patrina--to death when she sought to join him. He ensured those responsible for the act could not reproduce, displaying a disturbing level of control.

We regroup in the central area, where we meet Anastrasya, another bride of Strahd, who warmly welcomes us. Volenta, a petite and somewhat chaotic presence, also joins us. Escher is playfully referred to as Peggy. Each of us pairs up with a partner for a dance.

Nix proves to be less skilled in dancing. Curiosity drives Nix to question Rahadin about his involvement with the von Zarovich family. Rahadin's connection comes from his availability when the great kingdom was established. Volenta grows bored with the mundane conversation and wonders aloud if blondes have more fun. Quirky and knowledgeable, she shares details about the human skeletal structure. Volenta casually brings the discussion back to bones and blood. Nix persistently probes Rahadin about his service to Strahd and his family, prompting Volenta's disinterest once again. She delves into the subject of animal blood, adding to the eccentricity of her character.

Fey dances with Fisk. Fey questions why Fisk left the Shield of Wings to be with Strahd. Fisk asks Fey if she enjoys being here or if she's still seeking an escape. Fey explains that she came to Barovia with the purpose of destroying undead creatures. She mentions Harsan and shares that she doesn't HATE Barovia, but her heart longs for another place. Fey poses the same question to Fisk, who reveals finding a place in Strahd's service but believes it's not for everyone. When asked about Ireena, Fisk avoids the topic, claiming not to hold an opinion on the matter. Curious, Fey inquires what Fisk gains from serving Strahd, to which Fisk replies that Strahd ensures her safety.

Ray speaks with the diplomatic Anastrasya. Anastracya expresses her desire to discuss Ray rather than herself. Ray states that he knows his purpose—to destroy Strahd. Ray questions how Anastrasya came to serve Strahd. She clarifies that she is not merely serving him; she is his bride. Strahd asked, and she accepted. Anastrasya was of noble birth before her rebirth, always feeling something missing—an absence of her lord's love. She commends the group for leaving Vallaki when things became chaotic.

Ember and Strahd dance while Escher plays. They joke about Ray standing in the way of their mutual assistance. Strahd informs Ember that Volenta keeps a dragon's skull in the Hall of Bones. As Strahd sees it, there are only two options: they can either break free together or remain trapped together. Strahd extends an offer for Ember to ESCAPE, emphasizing that this land exists to torment him and she is but collateral damage in his suffering. He asks about who awaits her outside of Barovia, and Ember mentions Jamie in Elysium.

Ember accepts Strahd's offer for both of them to leave Barovia. Ember accompanies Volenta and inquires about seeing her cat (Japser). Volenta gives off the impression that she might want to eat Jasper. Ember opens the door to the Hall of Bones, revealing massive oak tables crushed and replaced by tables made of yellow human bones. Bones are scattered everywhere—chairs, doors, walls—all constructed from bones. And then, Ember hears a voice resembling Madame Eva's: "This is where you must banish the dark lord. It is your destiny." If she believes Madame Eva's prophecy, Strahd must be destroyed here. But if believes Strahd, he'll just come back if he's killed. Ember, as ever, searches for a more creative solution.

## Session Twenty-One (A): Leaving Castle Ravenloft

Anastrasya compliments Ray and offers him advice on staying safe. As Ember walks to the Hall of Bones, Anastrasya dances with Strahd.

Nix dances with Rahadin and inquires about Strahd's actions in the land. Rahadin evades Nix's questions and asserts that Strahd's protection extends to everyone in the land--who serve him.

We cut to Fisk and Fey. Fey asks Fisk about the orphanage in Vallaki and whether she gave the cursed locket to the child that Fey and Harsan destroyed. Fisk admits giving the locket to Felix, explaining her belief in empowering children to control their own lives. Fey questions how a cursed locket provides freedom to an orphan. Fisk defends her actions, stating that she gave Felix a sense of power. Fey challenges Fisk about the locket's detrimental effects on others, but Fisk insists that power means different things to different people, hinting at Fey's own connection to a dark power. Fey inquires about the "normal" deer and whether it was her friend, the wizard of the Shield of Wings, implying an unsettled history between them.

Cut to Ray and Strahd. They engage in casual conversation before Ray expresses his belief that Strahd's plan will fail. Strahd contemptuously thanks Ray and reveals that, while he can't hear Van Richten by himself, he can hear when Ray speaks to Van Richten. Strahd suggests that Ray distance himself from his mentor or else he will lead Strahd to Van Richten, allowing Strahd to kill him. Strahd pretends to fear Van Richten. The party is interrupted, and Strahd distributes parting gifts.

Fey and Nix receive small tokens, while Esher "accidentally" douses the letter meant for Ray in alcohol.

Anastrasya informs everyone that Ember and Volenta are still upstairs, showing her some peculiar decor. Fisk returns with everyone's clothing. Fey attempts to inquire about Harsan, but Strahd is clearly done with the evening.

The party enters the carriage, leaving Ember behind in the castle. They inspect their gifts. Fey privately reads a letter that makes her nervous. She feels her hand (which is become skeletal), keeping the gloves on when removing the clothes provided by Strahd. They set off towards Barovia.

Nix asks Fey about the distance to Madam Eva and expresses interest in finding her. Fey uses the Sending spell to communicate with Ireena, learning that she is at Bildrath's Mercantile in the village of Barovia.

Fey opens the chest containing the severed Vistani head and casts Speak with Dead. She questions the head about its name, Vistani affiliation, and cause of death. The head identifies itself as Grigory, revealing his association with Arrigal and Luvash. When asked about Rictavio, Grigory discloses that Van Richten was trained to hunt the Vistani. Fey inquires about Van Richten's motivations, and Grigory refers to him as a cursed monster driven by hatred for the Vistani. Fey ends the Speak with Dead spell.

The party discusses Van Richten's vendetta against the Vistani, perceiving them as Strahd's servants.

They arrive just outside the village of Barovia and encounter two emaciated men fighting over a package. Nix and Fey intervene to stop the fight. Fey recognizes the symptoms of pie withdrawal in one of the men and asks about the contents of the package. One man looks ready to flee while the other kills him. The remaining man exhibits signs of madness, with his eyes looking in different directions. Nix knocks him unconscious.

Fey opens the package, finding one of Granny's pies. She explains the party's experience with the pies and the subsequent withdrawal when they stopped eating them. Ray retaliates against the man who killed his friend, but Fey heals him and conducts a brief interrogation.

The ground is covered in footprints, indicating that people ceased leaving their homes some time ago. Fey knocks on a door, overhearing fearful whispers from inside. They meet Bildrath and Parriwimple, a simple-minded manservant.

Ray feigns a leg injury to distract everyone in the shop while Fey attempts to sneak upstairs to look for Ireena. Fey finds Ireena, who is disguised as "Yana," and apologizes for losing her. They plan to meet behind the shop at sundown to speak privately. It is late, so they decide to visit Madam Eva at the Vistani camp. However, Ireena suddenly runs toward them, prompting them to head to the deserted and boarded-up Burgomaster's mansion for privacy. Graffiti on the building hints at the inhabitants' desperation and faith in Strahd. They enter through the servant's quarters.

Fey introduces Ireena to Ray and Nix, informing her that Harsan's whereabouts are unknown. She reveals that Zilveren is dead and recounts their dinner with Strahd, shocking Ireena. Fey brings Ireena up to speed on recent events and asks why she believes Strahd is pursuing her. Ireena admits that he seems obsessed with her. Fey inquires whether Ireena believes in reincarnation and mentions the name "Tatyana." Ireena recalls an image of a young man whispering the name and an older man doing the same, reminiscent of Simon.

Fey shares the information revealed by the statue of Sergei—that Tatyana and Sergei were in love, and Strahd's obsession with Tatyana led to the curse afflicting them all. They are doomed to die and be reborn repeatedly, with everyone reincarnating as one another. Ireena questions how Fey acquired this knowledge, and Fey explains that Strahd and a statue of Sergei provided the information.

Ireena reveals her identity to Fey, expressing disbelief at being trapped in an eternal bond with Strahd. Fey reassures her that it is not forever and explains their plan to break the curse by restoring the Fanes. This would bring an end to Strahd's curse, she thinks, and the suffering in the land of Barovia.

Meanwhile, Ireena informs Fey that Ismark is missing, and she doesn't know where he is. Fey suspects that Ismark went to confront the pie ladies after receiving her message about them. Concerned for Ismark's safety, Ireena shares her worry, mentioning that everyone in the town has gone mad. The group decides to head to the windmill to rescue Ismark and defeat the coven of witches.

Nix raises the question of whether they should visit Madam Eva first. However, Ireena advises against it, revealing that she was captured by Fisk and some Vistani. She recalls a battle during her captivity and her subsequent escape to Barovia. Ireena no longer trusts the Vistani and urges the group not to seek them out.

They rest in the burgomaster's mansion, but Fey has a troubled dream. She finds herself back in the land of the Corpse Star, realizing that she inadvertently cast Path to the Grave on a frail man. Fey encounters Izek, whose movements mirror hers. Mist emanates from Izek's body, and Fey notices other figures in the dream, only those on whom she has cast the spell. While there is a strange satisfaction in her subconscious, she also feels remorse, knowing these figures may be trapped and in pain.

Upon waking, Fey discovers a child's drawing. It depicts a large man with a scaled arm, resembling Izek. Fey shows it to Ireena, who recognizes it as a drawing she made as a child. They are both puzzled by the connection between the drawing and Izek, as Ireena claims she had no knowledge of him until recently. They leave the mansion and make their way to the windmill.

Traveling to the windmill, the group discusses their strategies for dealing with the witches. They reach the bridge over the River Ivlis, where they encounter Volenta and her wolves. Volenta demands Ray's eye before allowing them to pass, leading to a fierce battle.

Fey strikes Volenta, while Ray falls into the water to escape a dire wolf. Nix summons bears and transforms into a polar bear. Fey manages to injure one of the wolves, but the third wolf seems impervious to its injuries. They eventually defeat the wolves, but Volenta escapes.

In pursuit of Volenta, the group uses spells and chases her, but she proves elusive. Fey recalls her dream and decides to use Path to the Grave on Volenta, causing her hand to deteriorate and reveal black bones—an unsettling and horrifying sight. Although the group momentarily gains the upper hand, Volenta regenerates and manages to flee once again.

## Session Twenty-One (B): A Night with the Count

*This session occurs during Session Twenty-One (A).*

In the grand Hall of Bones, Ember finds herself surrounded by the remnants of the fallen. Volenta, proud of her work, steps out, expecting Ember to marvel at the macabre scene. But Ember's mind is consumed by the mysterious voice of Madam Eva, and she is determined to discover its origin. Could it have come from within this very room? Or perhaps it resonates from somewhere in the castle? The truth eludes her, shrouded in uncertainty. Undeterred, she begins her investigation of the chamber.

As Ember casts her gaze upon the table assembled from ancient bones, a stark contrast becomes evident. Some bones bear the marks of time, perhaps thousands of years old, while others appear disturbingly fresh, no more than a week's decay. The table itself seems relatively new, but it is the dragon skull that captures Ember's attention. It is remarkably well-preserved, lacking any signs of magical preservation. Adjacent to the skull lies a pile of items, likely belongings of those whose bones now lie strewn across the floor.

Her eyes then fall upon a door beckoning to be explored. With bated breath, she listens intently but hears nothing beyond. Gathering her courage, she swings the door open and is met with the unexpected sight of Anastrasya. The enigmatic figure warmly welcomes Ember, encouraging her to delve further into the castle, revealing that her companions have departed in a carriage. Anastrasya departs, leaving Ember to contemplate her next move.

Ember cautiously steps into the room beyond, finding herself in a cold and damp corridor stretching from east to west. Tattered rags, dilapidated cots, and the skeletal remains of ancient castle guards bear witness to the passage of time. Examining one of the corpses, Ember intuits that these guards did not fall in ordinary combat; their deaths were likely the result of dark magic or some other insidious force, as evident from the peculiar marks on their flesh, which now lie missing.

Pressing onward, Ember ascends further into the castle, ascending approximately forty feet until a new hallway unfolds before her. To her surprise, this part of the castle appears devoid of significant obstacles, piquing her curiosity. Parapets and a ladder leading higher catch her attention, and without hesitation, Ember climbs toward the unknown heights. As she emerges onto one of Castle Ravenloft's spires, standing above the roofline, a breathtaking panorama unfolds before her eyes. Rain gently drizzles, and from this vantage point, Barovia, Vallaki, Krezk, and a multitude of mountains to the southwest reveal themselves in stunning clarity. Reluctantly, she retreats through the trapdoor and ladder, descending to the hallway outside the Hall of Bones.

Leaving the haunting chamber behind, Ember finds herself face-to-face with Strahd. With an air of intrigue, he inquires if she has discovered anything of interest. Her response is a resolute denial. She recounts her encounter with the corpses, only to be met with Strahd's foreknowledge of their existence. Assuring her of the safety he promised her and her party, he suggests a markedly different outcome if their encounter had taken a different turn.

Strahd believes they should start off on the right foot. He proposes that they can help each other by resolving their respective problems. Mentioning Ray, Strahd contends that Ray will hinder Ember from obtaining what she desires. Ember questions if Ray will stand in her way, to which Strahd counters, claiming that Ray will strive to thwart him instead. Curious about Ember's course of action if she were in his position, she asserts that she would struggle to comprehend why he feels compelled to retain Ray's presence if he does.

Strahd, claiming to be torn by the accusations of being the villain, grapples with his role while recounting the insults hurled by Ray in front of his spouses and guests.

In a private conversation with Ember, Strahd makes a proposition. He assures her that he may harm Ray, but only if Ember grants her permission. However, Ember's loyalty lies not with Ray, but with Fey. Strahd questions her allegiance, highlighting Fey's past transgressions of stealing Ember's book and staff. He challenges Ember to consider what else Fey might be willing to take.

Seeking to shed light on Madam Eva's true nature, Strahd probes Ember's knowledge about the enigmatic figure. Ember shares that Madam Eva mentioned this very room, prompting Strahd to inquire whether Madam Eva also revealed that Ember is destined to kill him here. Ember confirms the unsettling prophecy. Strahd decides to divulge the truth about Madam Eva, urging Ember to observe Barovia's inhabitants closely. He reveals that the majority of people she encounters are merely apparitions, lacking substance. However, sporadically, a soul is born. Strahd finds Ember intriguing because she was not born here yet cycles through the realm with her soul. Curiosity compels him to inquire whether Ember has always been Ember. In turn, Ember questions the consequence of killing Strahd—would he return immediately? Strahd muses that the timeframe could range from days to months, uncertain of the specifics.

Strahd expresses his enduring loyalty to the Vistani, who had shown him grace and generosity. In gratitude, he has employed his power over the realm to allow the Vistani to come and go from Barovia freely. Strahd reveals that the Madam Eva they encountered is likely not the same one who once healed his battlefield wound. He hints at Fey's fixation on the Fanes and clarifies that the spirit of the Seeker inhabits Madam Eva's body. The Seeker exploits Strahd's affection for the Vistani, a soft spot he refrains from taking advantage of to avoid inflicting terror on them, reminiscent of his actions in Berez--a town he obliterated in the past.

Ember's thoughts turn to the Fanes and their connection to inhabited bodies, wondering if she herself is a Fane. Strahd dismisses the notion, asserting his belief that Ember is not a Fane. Ember questions the veracity of Madam Eva's reading, prompting Strahd to speculate that Madam Eva genuinely believes in her role as a tool for Strahd's destruction. He mentions the Shield of Wings and the disastrous outcome of their reading.

The discussion then shifts to the Tome, and Ember inquires whether Strahd knew that Van Richten possessed it. Strahd reacts with a twitch, admitting that he underestimated Van Richten and had stealthily stolen the Tome from him. He allows Fey to keep the Tome for now, hoping that it might shift her perspective. Ember shares Madam Eva's claim that Fey is meant to possess the Tome. She questions the reality depicted within its pages. Strahd discloses that some aspects of the Tome are binding, expressing curiosity about Ember's ability to enter it. Surprised to learn that Ember and others can access the book, Strahd holds a bone in his hand that shatters, a display of his anger. Unexpectedly, he bursts into laughter.

Strahd acknowledges the twist of fate, admitting that he can read minds as readily as Ember. Recognizing her diverse qualities, he denies her being an evil spirit but warns that she unwittingly serves as a tool for the dark powers. Strahd believes the tome merely contains his thoughts, written in his cipher, and should not grant access to his mind. He suspects the involvement of the Dark Powers in this phenomenon, actively working to prevent their escape from this land.

Ember, seeking clarification, wonders how it became possible for her and others to enter the tome between the time when Strahd possessed it and when Van Richten passed it on to her. Strahd perceives Ember as a potential threat, a tool wielded by the dark powers, fated to torture and imprison him just as he is destined to do the same to her. Ember rejects this belief, prompting Strahd to mention a possible solution within the castle. He urges Ember to bring the tome back to him for review. Ember agrees, aware that both Fey and Ray will likely oppose the idea. She contemplates aloud in front of Strahd, strategizing how she can retrieve the tome.

Strahd informs Ember that they need a plan, considering that the others will be suspicious if she stays behind for too long. Ember, however, believes they won't be suspicious, as they already know she is unpredictable. Strahd explains that the Fanes can only promise his temporary removal from power and their temporary reign, but the Dark Powers will always reclaim the land. Furthermore, even if the Fanes grant him rest, they won't reunite him with his beloved. Strahd also expresses uncertain about the fate of the Vistani under the rule of the Fanes.

Strahd reveals that the Seeker, who inhabits Madam Eva's body, has gained the favor of the other Vistani and turned them against those who work for him. Ember inquires about the Vistani in Vallaki, and Strahd assures her that they remain loyal to him. He offers Fey a chance for restitution regarding Rahadin, suggesting that she can harm Rahadin if she wishes, even carving into his hand or cutting off a finger.

Ember expresses her curiosity about the Hall of Bones, and Strahd explains that it was an idea brought to life by Volenta. He compliments Ember's creativity with violence.

Strahd informs Ember that killing the dragon, whose skull resides in the room, was the most challenging part of his conquest. Ember wonders if it was the last dragon, and Strahd responds that it was the last one he saw until he encountered Harsan. However, he lost track of Harsan after being attacked by his vampire spawn. He speculates that one of the dark powers might have taken Harsan, similar to what happened to Fey until she encountered Ray.

Strahd advises Ember to keep a watchful eye on Fey, as the process she is undergoing is gradual. He warns that she will eventually belong to the dark powers, slowly but surely. Ember mentions her connection with a being called the Great Old One, and Strahd questions if that is a title rather than a name. He asks if Ember remembers pledging herself to a patron, clarifying that she, AAAastrid, did not, but Ember did and woke up in her body. Ember wonders if the real Ember died, but Strahd is uncertain. She explains that she grew up outside Krezk, with her family sworn to the Great Old One, which sounds similar to Fey's connection to the dark powers. Strahd suggests that the dark powers are manipulating everyone, turning them against each other.

Strahd asks Ember if she plans to return to her beloved, Jamie, in heaven. Ember hopes so, but Strahd questions if she has led a life of true celestial goodness that would allow her to return to that plane. Ember admits she feels like she has lost sight of who she really is, and Strahd empathizes, revealing he knows that feeling.

Strahd explains that as long as Fey continues to call upon a dark power in the mists, it will retain its power. Strahd urges Ember to consider the entire story, envisioning what will happen if she stakes him through the heart and Fey takes his place. Ember believes they will let her go, but Strahd doubts that someone who has subjected her to such suffering would truly allow her to leave. He believes this conversation to be one of the first real and honest ones Ember has had in Barovia.

Ember ponders if Van Richten, if he obtained the tome, could alter things in the past. Strahd acknowledges Ray's potential as an asset but notes that as long as he remains loyal to Van Richten, he poses a problem. Ember seeks clarification, and Strahd recounts an incident where Rahadin came and went from the mists, with Van Richten following him disguised as a merchant. Van Richten is a genuine threat to Strahd's subordinates. If any of Van Richten's associates were to come to Barovia, Strahd would allow them in, hoping they would lead him to Van Richten.

Strahd reveals that Ray makes no effort to conceal himself and has inadvertently given Strahd and his followers a scent of Van Richten, such as at the werewolf den. He offered Ray a deal to leave if he brought Van Richten to him, but Ray declined. Strahd informs Ember that Van Richten possesses a talisman that prevents Strahd from seeing him and that he has exceptional disguising abilities. Ember mentions Rictavio and the tower, and Strahd is aware of it.

Strahd believes Ember to be a first of her kind, the first one like him and the first to find her way into his tome. Ember explains that she thought her purpose in the Hall of Bones was to kill him, but she no longer cares about the reasons. If she can leave Barovia without having to kill him, she is open to that possibility. Strahd assures her that finding a successor will be easy but rekindling Ireena's love will be challenging. He suggests that Ember pays a visit to Ireena. When Ember asks if he knows where Ireena is, Strahd admits he does, although he tries not to think of her. He believes she is in the village of Barovia under an assumed name.

Ember informs Strahd that they seem to be on the same page. Strahd has been contemplating what to do about Raynard, as he doesn't believe it would be appropriate to kill him. He asks Ember if she would grant him permission to harm Ray, but she declines once again, citing Fey as the reason. Ember agrees with using Ray to locate Van Richten, and Strahd asserts that he doesn't need her permission for that.

Strahd offers Ember a chamber for the night, which she will share with a young woman named Gertruda, not one of his brides. Gertruda is grateful to Strahd for providing her sanctuary and asks if he brought Ember as a friend. Strahd introduces them, then leaves to discuss future plans with his brides and others.

Confused, Ember ponders the situation as she walks to her chambers. She had tried to be honest and not deceive Strahd, but she is uncertain about how she feels regarding his intentions to harm or kill Ray. Should she warn Ray? She remains undecided.

Upon entering her room for the night, Ember finds a young woman in a nightgown. Strahd greets her, introducing her as Gertruda. Gertruda is kind, gracious, and thankful to Strahd for sheltering her. She asks if he brought Ember as a friend. Ember agrees, and Gertruda offers to brush her hair. They engage in conversation, and Gertruda reveals she is from Barovia, having lived a life locked in a closet by her abusive mother. She grew tired of being imprisoned and believed Strahd couldn't be worse than her previous predicament. Ember shares that she is from Krezk.

Gertruda, a 31-year-old woman, shares with Ember that she had been locked inside her old home for a long time. Ember expresses her concern and asks if Gertruda can now be outside. Gertruda replies that the outside isn't much different from being inside—it's still dark. Ember inquires if Gertruda's mother is Mad Mary--she is. Gertruda admits she thinks Strahd is very nice. Ember asks if she has met Strahd's brides, and Gertruda finds it odd that one of them is asking about her bones but mentions they seem nice overall. Ember wonders if Gertruda plans to stay here for a while, and Gertruda replies that she loves it here and intends to stay as long as she can.

Feeling tired, Ember decides to go to bed. As she enters a trance, she reflects on her previous thoughts about Strahd. He doesn't appear as villainous as she had imagined, and she feels sympathy for him. However, she remains cautious because she can sense that Strahd is trying to turn her against the other members of her group. With these thoughts in mind, she drifts into a restful sleep.

When Ember awakens from her trance, she realizes that her hair has been meticulously braided. As she contemplates this, she hears a knocking at the door. Anastrasya, one of Strahd's brides, stands outside and asks if everything is alright and if Ember had a good sleep. Ember confirms that she is fine, and Anastrasya informs her that the rest of the group has moved ahead and is a considerable distance away. She offers Ember a carriage to catch up with them. Ember accepts the offer and agrees to have breakfast before her departure. Anastrasya leaves Ember alone in the room.

Curiosity getting the better of her, Ember decides to snoop around the room and explore its drawers. Among the items she finds is an ornate painting that bears a striking resemblance to Ireena, although Ember can tell it depicts a different time. It turns out to be a painting of Tatyana. Ember also discovers an anthology of love poems and letters, which she decides to keep and puts it in her pack. Satisfied with her findings, she exits the room.

Ember comes across an ornate tub filled with what appears to be blood. Intrigued, she approaches the tub and peers into it. She realizes that the blood is not real but an illusion. With a sense of curiosity, she dips her hand into the illusionary blood, causing it to ripple and distort for a moment before a creature, screaming and laughing, jumps out of the tub. Anastrasya appears instantly, and Ember informs her about the blood in the tub and on the ceiling. However, Anastrasya doesn't see any of it and questions if Ember had enough sleep. Ember acknowledges that she may not have slept well but believes that breakfast will help alleviate her fatigue.

Heading downstairs for breakfast, Ember finds that Fisk and Volenta are absent, while Anastrasya, Strahd, and Escher are present. A delightful breakfast spread awaits her. Ember shares with Strahd her encounter with the blood-filled tub and the creature that emerged from it. Strahd dismisses it as likely a poltergeist.

Strahd then informs Ember that Volenta took matters into her own hands and is planning to attack Ray on the road. However, Strahd explains that when they reach a bridge, they won't be able to cause real harm as vampires cannot cross running water.

Continuing their conversation, Strahd reveals to Ember that the rest of the group will attempt to convince her that he cannot be trusted. Nevertheless, he encourages her to follow the evidence as it presents itself. Strahd unveils a magnificent, fiery steed—a horse that was once a unicorn. Ember inquires about the change, and Strahd explains that it was one of the sacrifices made when he was transformed by the mists. He clarifies that he didn't sever the horse's heart or anything of that nature, but their fates became entwined. Ember reaches out to stroke the horse, and it responds with a whinny, emitting a faint scent of sulfur. Ember attempts to read the horse's thoughts and experiences a flood of the creature's past experiences. The horse takes pride in carrying Strahd on his conquests. The horse perceives Ember as a friend, and Strahd returns with an apple for her to feed the creature.

Strahd presents Ember with a choice—to ride in a carriage or on his horse. Intrigued by the prospect, Ember decides to ride the horse. Strahd mounts the horse alongside Ember, and they ride off into the mists together. As they travel, Ember catches glimpses of various creatures and dark powers, including visions of her past. They traverse the ethereal plane through the demiplane of dread. Ember remarks to Astrid that none of it feels real. Astrid mentions she can almost hear Jamie, to which Strahd adds that he can hear Tatyana's presence as well.

Strahd asks Ember if she would like to forget everything. Ember expresses her willingness, stating that if she is destined to remain here, she would rather forget her life before coming to Barovia. Strahd responds by expressing his desire to free both of them from this place. However, if their liberation proves impossible, Ember can always ask him for day-to-day help.

As they continue their journey, Strahd and Ember come across the ethereal spirits of Ray, Fey, Nix, and Volenta rushing into the forest. Ember observes Nix and Fey chasing after Volenta. Ray stands on a rock in the middle of a river. Strahd informs Ember that he is giving her something and asks her to keep it in her pack so that the others won't notice. He also hands her a letter to avoid arousing suspicion among the group, as they have all received letters. With that, Ember jumps off the horse and dives into the lake where the others are.

## Session Twenty-Two: The Corpse Star's Champion

Ember plunges into the river with a resounding splash, sending droplets flying in all directions. Ray, looking like a drowned rat, asks Ember if she discovered anything useful during her time with Strahd. Ember simply mentions the existence of Strahd's horse, withholding further details. Meanwhile, Fey and Nix engage in a conversation about Fey's hand, expressing concern over her patron's ominous name—the Corpse Star. Nix inquires about the contents of Strahd's letter to Fey, to which she responds that he didn't offer her anything substantial but provided some advice.

The group regroups, gathering together to recap the events surrounding their encounter with Ireena and the others. In the midst of this, Fey pulls Ember aside and reveals that Strahd had given everyone a letter. Strahd's missive to Fey conveyed his knowledge that they possessed his Tome and expressed his acceptance of this fact. Fey suggests continuing to read the Tome. As she does, Fey shows Ember her hand, leaving Ember astonished. Fey explains that the excruciating process of her skin peeling off and her bones blackening did not cause her pain. Ember asks how Fey learned the spell "Path to the Grave," and Fey discloses that she acquired it from the Corpse Star. Ember inquires if the Corpse Star desires something from Fey, to which she admits uncertainty. Nevertheless, Fey notes that the Corpse Star has answered her prayers far more faithfully than Lathander ever did. Fey expresses her fear of using the spell again, concerned that it might transform her entire body into a likeness of her hand.

Ember clarifies that while warlocks possess abilities that sometimes require sacrificing others, what happened to Fey seems similar, as if she sacrifices parts of herself to perform her abilities. Fey mentions that Strahd warned her against using the Corpse Star, leading her to wonder if the entity can't be all that bad since Strahd opposes it. Ember cautions Fey that it's possible for Barovia to harbor more than one malevolent force, urging her to remain vigilant.

Nix approaches Ray, voicing her concerns about Ember's loyalty. Ray opines that Ember's allegiance lies solely with herself.

The group arrives at the Vistani camp, seeking Madam Eva's guidance. One of the Vistani, who remembers Fey, comments on her haggard appearance. The Vistani warmly greet Fey and Ember, introducing Nix and Ray to their company. The Vistani express their surprise upon learning that Nix hails from Mt. Ghakis but offer their hospitality nonetheless. They discuss the heroes' heroic efforts to rescue Arabelle at the other Vistani camp and inform them of Harsan's departure. The group expresses their desire to meet Madam Eva.

Finally, they come face to face with Madam Eva. As they approach her tent, she draws back the curtains and remarks that they have arrived precisely on time. Inquiring about their purpose, Fey informs Madam Eva that they have lost a few friends and gained new companions, seeking a reading for everyone.

Madam Eva's piercing gaze lands on Fey as she asks how it feels to be dead. Fey responds with disdain, expressing her hatred for her current state—feeling nothing, the destruction of her body, and her lack of understanding regarding her patron. Madam Eva requests to see Fey's hand and reveals that Fey has sacrificed more than she anticipated by this point.

With an air of solemnity, Madam Eva informs Fey that she has already sacrificed her old god, her life, and is now sacrificing her form. If Fey chooses to continue on this path, it will demand even more sacrifice from her. Fey questions what will happen if she decides she no longer wishes to sacrifice.

Fey pushes forward and says she knows that Madame Eva is one of the Fanes. She asks how she can aid Madam Eva and the other fanes. Madam Eva's demeanor instantaneously transforms, radiating an imposing presence. She warns Fey that divulging this information marks a point of no return. Unperturbed, Fey declares that she has already surpassed that threshold. She asserts her willingness to sacrifice her physical form to save Barovia, accepting the irrevocable consequences of her choice.

Madam Eva beckons Fey to gaze into her mystical crystal ball. Within its depths, Fey witnesses the presence of three spirits—an individual at a loom, another gazing into a crystal ball, and a third wielding a spear in the midst of a hunt. Madam Eva reveals that beneath Yester Hill, beneath the ruins of old Berez, and just outside the Windmill (known as Old Bonegrinder), Fey will find the hidden shrines. of the Fanes Each piece is a puzzle, and the order of their discovery is within their control. While Madam Eva is unaware of the rituals to aid the Huntress or the Weaver, she conveys that Fey must find a hill where lightning crackles fiercely. There, a monstrous entity is being formed as twig blights stack upon one another, constructing a colossal beast. At its core lies a massive green entity, fixated on the Wizards of Wine Winery. Beneath the hill, Fey will discover a shrine—an altar with a shallow depression—a small stone bowl and a serrated dagger. In a vision, Fey witnesses an old druid resembling Nix, offering a severed body part into the shrine. Subsequently, all of them sever their own limbs—hands, feet, ears—and place them at the shrine. Ancient magic envelops the scene, and then she sees one figure sever his own arm—it is Strahd! The crystal ball reverts to its mundane state, and Madam Eva concludes the reading.

Ember enters the chamber to consult with Madam Eva next. Madam Eva remarks that Ember is the most challenging to predict—not as a compliment or an insult, but an acknowledgment of her elusiveness. She mentions the rumors that she, Madam Eva, is Strahd's half-sister. Madam Eva maintains that Ember's destiny lies in the destruction of Strahd within the Hall of Bones. Ember recounts that nothing remarkable occurred when she previously entered that location. Madam Eva assures her that the prophecy will manifest in due time—it may not happen immediately, but eventually, she will fulfill her role in Strahd's demise. Ember shares that Strahd himself had mentioned his past deaths, seemingly unfazed by the prospect of perishing at the hands of their group. Madam Eva's demeanor becomes guarded in this moment, just as it was before, as there is something about Ember that proves exceedingly difficult for her to predict. Ember suggests that perhaps she is not destined to destroy Strahd, but rather, that Madam Eva desires her to do so. With their teacakes finished, Ember takes her leave.

Nix and Fey engage in conversation, with Nix bombarding Fey with countless inquiries, her excitement palpable. Fey reveals the details of her reading to Nix, who expresses dismay over the druids' involvement in the ritual with Strahd. Determined, Nix declares her intent to meet with Madam Eva herself.

Nix enters the tent to seek an audience with Madam Eva. Madam Eva proclaims that Nix has come to the right place, as she is there to provide the knowledge that the great chief in the mountains failed to impart. Nix poses questions regarding the fate of the Fanes, the state of the land, and the whereabouts of the rest of the Rozana. Madam Eva discloses that she does not know the current location of her sisters, the other Fanes, only that they have been defiled and desecrated by Strahd. She tasks Nix with the mission to restore them, emphasizing the need for unity within the group and Nix's role as a leader. Madam Eva instructs Nix that they must hunt down a certain entity, remove its heart, and place it on the altar outside the windmill to reconsecrate the Huntress. She explains that Fey desires to visit the shrine at Yester Hill, and that is where their journey must lead them. Following that, Strahd will undoubtedly attempt to exterminate them all. The final destination requiring reconsecration is the swamp, where a power greater than imagination resides—the witch of Mother Night, Baba Lysaga. Madam Eva advises Nix to amass power before confronting Strahd, and to seek out Harsan and Zilveren to harness the power they possess in their current location. Nix departs the tent to rest briefly.

Ray seeks an audience with Eliza the Vistani, accompanied by the magpie, and requests some alcohol. Eliza becomes enamored with Ray's striking appearance, acting coy and hesitant to fulfill his request. Ray's keen insight reveals that Eliza is aware of his reputation and is searching for a polite way to deny him the wine, safeguarding her own interests. She offers him food or water instead.

Ember sits immersed in her stolen book of hand-written poems, each one bearing the distinct voice of a different author and exploring various themes of love. As she turns the pages, she discovers a note discreetly tucked within the book's folds.

After a brief respite, the group departs from the Vistani camp, making their way towards the windmill. Nix encounters a raven and engages in conversation, while Ember and Fey position themselves beneath a window. They observe two hags present at the windmill, with a third hag (Granny) set to return in the afternoon. Men arrive while pigs depart, indicating some form of activity at the location.

Ray approaches Bella, hoping for Fey to assist him in entering the windmill. However, Ember takes matters into her own hands, casting Thunderstep and teleporting both herself and Ray inside the windmill, inadvertently harming Fey in the process.

Nix sets off to intercept Granny, who is expected to return home from Vallaki. Nix engages in conversation with Granny, who shares details about her business with her daughters. The conversation takes a contentious turn.

Returning to the other group, a conflict ensues with the two hags. Fey and Ray flee, leaving Ember behind in the windmill. Granny engages in a brutal confrontation with Nix and soon sets her sights on Fey and Ray.

Eventually, Nix, Ray, and Fey regroup, experiencing a mixture of fear and confusion as the hags pursue them. Ember loots the windmill before dousing it with tinder and oil, setting it ablaze.

Nix urgently demands that Fey hand over Zilveren's heart, causing Fey to feel bewildered. Despite her confusion, Fey complies, and the group proceeds towards the stones near the windmill. Four stones depicting the seasons catch their attention, and a raven perched atop the autumn stone pecks at a pastry. The area is strewn with children's teeth, while etchings of a maiden hunting adorn the stones. In druidic script, the words "enter below" are inscribed.

Ray concocts a molotov cocktail and hurls it, along with himself, at one of the hags, grappling her and igniting her in flames. A series of chaotic events unfold, involving fire damage and vampiric touch, culminating in Ray successfully killing one of the hag sisters. However, Granny makes her dramatic entrance.

Nix manages to move the rock blocking their path, revealing a cavern. Inside, she discovers an altar dedicated to the Huntress, adorned with a carving that reads, "Mistress of the Green. Lady of the Forest. I offer you my sacrifice. You are the eye in the trees. The hunter in the woods," and more. Nix resolves to carve out the heart of the deceased hag, intending to use it as a sacrifice in the altar's bowl.

Fey once again employs her path to the grave ability, receiving a warning from the Corpse Star that her upcoming action will be irreversible. Despite the grave consequences, Fey agrees to sacrifice herself in order to save Barovia. A surge of blue necrotic energy erupts from Fey, instantly killing the remaining hags. In the midst of this transformation, Fey hears a voice presenting her with a choice—to keep her face or to reveal her true nature. Opting to retain her face, Fey learns that she is now eternally linked to the Corpse Star. Her flesh decays, leaving only a walking skeleton with blackened eyes. Her papery flesh serves as a makeshfit mask.

Ember witnesses the entire spectacle, offering Fey a cloak, to which Fey responds that she already possesses one.

Finally, the group manages to place the heart in the altar's bowl, and Nix recites the incantation. The tapestries intricately weave themselves together, signifying a shift in power. They feel Strahd's diminished control over the wolves in the land, and in turn, gain the ability to scry on Strahd while becoming impervious to his scrying attempts. Celebration ensues as the group revels in their newfound advantages--only at the cost of Fey's humanity.

## Session Twenty-Three: Ghosts of the Past

The group gathers, their intentions clear: Nix intends to return to the windmill and investigate the strange occurrences, as well as search for the men transformed into pigs. Ember, concerned about Strahd's inability to scry on them, wishes to explore the windmill further, specifically focusing on the glyphs. Afterward, she plans to return to Barovia and proceed to Yester Hill. Fey shares Ember's desire to return to the windmill, locate Ismark, reunite with Ireena, and continue their journey to Yester Hill to consecrate the remaining two Fanes. Ray, deeply worried about Fey, joins the others in their intention to investigate the windmill. He also expresses a strong urge to expedite their journey to Yester Hill and assist the Martikovs with their gem.

Ray departs from the altar and ascends to the surface while the rest of the group explores the tapestry below. As they debate whether to take the ceremonial knife, Ember and Nix engage in a heated argument. Eventually, Nix decides to claim the ceremonial knife along with Zilveren's chest plate and magical heart, which she then hands to Fey.

Meanwhile, Ray searches the ground floor of the windmill and discovers an unsettling sight—a floor strewn with tiny human bones. His curiosity leads him to open a barrel, revealing a shimmering greenish-black substance within. Amidst various baking ingredients and labeled concoctions such as "youth," "laughter," and "mother's mill," Ray notices a wooden trunk with small holes in its lid.

The others soon join Ray at the windmill. Nix employs her ability to speak with animals, engaging in conversation with the toads trapped in the chest. Fey approaches the sword resting on the mantle and claims it as her own. Ember steps outside to survey the surrounding road.

Meanwhile, Ember encounters Strahd outside the windmill, who casually appears. Strahd inquires about recent events, and Ember recounts the defeat of the hags. Strahd praises the party for their accomplishment and expresses concern over Fey's actions in consecrating the Fane. He warns Ember of the potential dangers should Fey become possessed by dark forces, vowing not to allow further pain and suffering. Ember seeks clarification, and Strahd reveals his need to retrieve the book, requesting Ember's updates on Fey's actions. Ember inquires about contacting him, and Strahd assures her that, as the embodiment of the land, she will be able to find him before vanishing into the mist.

Nix engages in conversation with the multitude of frogs confined within the crate, but their only response is a simple greeting. She then turns her attention to the chickens, who possess slightly better communication abilities. The chickens reveal that the hags transformed the men upstairs into pigs and goats, while the frogs are destined to be their food.

Ray and Ember examine the vials, with Ember taking a whiff of the laughter-infused one. They decide to retain the vials until they can determine their best course of action.

As night falls, everyone prepares for rest, except for Fey, who now finds herself unable to sleep. Concerned, Ember enters the room where Fey resides and catches her gaze. Ember claims to have only checked on Fey, but it's evident there's more to her visit. Just then, Nix clumsily ascends the stairs, also seeking to check on Fey. The three engage in a discussion, contemplating delving into the tome now that they are all awake.

Fey, Ember, and Nix peer into the book, and the voice of Strahd resonates within. They find themselves transported to a time after defeating armies, standing before an immense wall capable of admitting giants. Fey experiences the return of her physical sensations, feeling alive once more. Though they are not recognized as their true selves, they embody individuals from this army. Among the faces they observe, Rahadin stands with long hair, wearing well-worn yet impeccably maintained armor, his hand resting on his sword as he surveys the scene. Another figure they recognize is Gabriel Andral, a powerful Dawnmaster of the Morninglord. They also glimpse an older, more weathered Alek Gwilym, whose sharpness remains undiminished. Two additional figures capture their attention—an imposing barbarian and Strahd himself, visibly aged since their previous encounter. Strahd paces back and forth, contemplating the vastness of the castle. The barbarian, named Leo, bears regalia reminiscent of the von Zarovich lineage, intertwined with peculiar elements reminiscent of the Barovian druids.

Alek informs Fey that this is the final stage of the ritual, and she advises them to step forward. Strahd addresses them, asserting their call to claim the land for the von Zarovich line, with the Morninglord's blessing and their united effort to ensure a smooth transition. He admits his inexperience with this magic.

Strahd unsheathes his blade and draws it across his palm, crimson blood staining his hand. He kneels and presses his bloody hand into the earth, his voice echoing, "I am Strahd, I am the land," repeating the words with a commanding intensity. The group watches, compelled to bear witness, as Strahd concludes the ritual.

In an instant, the courtyard vanishes, replaced by a new space. Strahd stands before them, looking older and wearier than their previous encounter. Gabriel Andral, the powerful Dawnmaster, stands by his side once again. Ember recognizes the room they find themselves in—it's the same office/study she had seen before. She notices that the portrait of Tatyana is missing from above the fireplace, replaced by a grand portrait of a regal-looking man who bears a resemblance to Strahd (his father). As Ember explores further, she realizes she can move unnoticed, as if she were a ghost. Behind the fireplace, she discovers a secret door.

Fey senses the profound heartbreak emanating from Strahd, recognizing the authenticity of his sorrow compared to his pretense during their dinner together. Gabriel addresses Strahd, delivering the news of the Queen's demise. He speaks of her finding solace and being in the presence of the Morninglord himself. Gabriel expresses his condolences, acknowledging the depths of grief Strahd must be experiencing. Strahd, desperate, commands Gabriel to bring her back, but Gabriel explains that such acts of resurrection and necromancy are beyond the Morninglord's power. Reluctantly, Gabriel leaves Strahd alone in the room.

Ember opens a chamber she discovers, revealing an endless expanse. It becomes evident that the room they were in represents Strahd's memories, and what lies beyond is the ethereal plane of memory itself. Stepping into the mists, Ember feels a draining sensation, which manifests as a level of exhaustion. She realizes they are now venturing beyond the boundaries of Strahd's memories.

Ember and Fey approach Strahd, who pauses and looks behind him, demanding to know who is there. Fey responds, claiming to be Tatyana. Strahd, baffled, asks about Tatyana's identity, his voice rising to a scream as the mists pour in. Nix grabs the lockbox, while Ember seizes a spellbook. They are pulled out of the tome—the chapter has come to an end.

Exactly four hours have passed, and Ember examines the spellbook she took, finding it filled with blank parchment. Nix inspects the lockbox, discovering 162 gold pieces, 37 silver pieces, and a necklace adorned with interlinked symbols she doesn't recognize. Fey realizes she now possesses something new. Ember examines the symbols on the chain, recognizing two—the symbol of the Morninglord and other divine entities.

The trio realizes they can interact with objects within the Tome and bring them back. They reflect on the ritual they witnessed, surmising that it might have been the same ritual Strahd performed to take control of the land from the Fanes--but concluding that it was likely the beginning or the end of the process, after each of the Fanes' shrines was conquered.

Meanwhile, Ray departs from the windmill alone and heads back to the altar. To his surprise, he encounters a large group of zombies aimlessly shuffling around the altar area. Did Fey's unholy bargain desecrate this land in the Corpse Star's name.

Nix follows a trail of pig tracks and droppings, leading her southwest to a trail through marshland. Scarecrows line the road, signaling that they have entered a treacherous swamp. The trail takes them deeper into the swamp, which Ray recognizes as Berez—a dangerous place inhabited by the witch Baba Lysaga. Concerned about the danger, the party decides to abandon this path and head to Yester Hill instead.

As they make their way towards Yester Hill, they come across an old mansion with a moss-covered dragon statue. Carved above the mansion's entrance is the word "Argynvostholt." Nix, Fey, and Ember piece together that this must be the former stronghold of the people they encountered in the Tome of Strahd.

Curiosity leads Ember and Nix inside the mansion, triggering the dragon statue's mouth to open, releasing a gust of frigid air that remains constant—a scene seemingly foretold by Zilveren's fortune. Inside, they find six sets of doors. Nix recognizes the tapestries, depicting the knights they had encountered before. A shadow with wings passes over them. Ember and Nix proceed upstairs.

Fey and Ray enter an open door on the main floor, revealing a dining hall. Beyond lies another room with a slightly ajar door, revealing glimpses of columns and two figures.

Upstairs, Ember and Nix notice silver swords displayed on the walls. Ember attempts to take one but lacks the strength. Suddenly, two phantom warriors materialize from the ethereal plane, sternly warning Ember and Nix that this place will not be disturbed by servants of the devil. Without hesitation, the phantoms attack them.

Back downstairs, Ray witnesses three armored figures standing around an altar, armed and ready. Fey and Ray decide to warn the others and head back to the main foyer, where they see Nix and Ember fleeing from the pursuing ghosts.

As they escape the fortress, Nix hears a chilling message, "The beast master returns. We shall have our revenge." In her mind's eye, Nix glimpses an entire horde of spectral warriors. She realizes that her wanton actions in the Tome may have bound her in the present.

Once outside and with the door closed behind them, Nix relays what she heard in the foyer. She recounts her experiences fighting these forces as part of Strahd's army within the Tome. Ray, skeptical, walks away to clear his mind.

As Ray walks, he spots a hooded figure galloping on horseback in their direction. Quickly, Ray drops to the ground, hiding. Ember also notices the figure and takes cover. However, Nix and Fey don't react in time and witness the woman's approach. She resembles the Vistani, with flamboyant attire similar to what they saw Rictavio wearing before.

## Session Twenty-Four: Argynvostholt

The figure on horseback swiftly approaches the party, bearing a resemblance to the Vistani. She is dressed in tattered yet vibrant garments, clearly in need of assistance. Fey and Nix position themselves defensively, wary of the approaching stranger. Despite Fey's efforts to conceal herself, the figure notices her. Nix boldly calls out, inquiring about the trouble at hand. The figure explains that she is being pursued and desperately requires aid. Nix cautions her against entering the mansion due to the malevolent ghosts that dwell within, suggesting that the area outside might be safer than what pursues her.

Ray swiftly rises to his feet, urging the group to listen to the newcomer's plea. He and Ember offer to confront whatever threat follows her. Ember emerges from hiding, revealing herself as well. The figure takes her horse and secures it within a concealed spot. Fey and Nix follow her inside, seeking to learn more about her, but the figure seems disinterested in conversation.

Outside, Ray and Ember notice the arrival of Arrigal and two other Vistani on horseback and atop wolves. Their attention is immediately drawn to Ember, while Ray remains concealed. They question Ember, inquiring if she has seen a Vistana named Ezmerelda D'Avenir—a traitor to their race. The Vistani explain that she has aligned herself with someone who poses a great threat to their kind, Rudolph Van Richten. They inform Ember that they briefly lost track of Ezmerelda but tracked her to this location. Ember asks about Ezmerelda's allies, recognizing that whoever opposes them must also be her enemies.

Arrigal declares their intention to search the area and asks Ember about the purpose of their presence. Engaging in small talk, they part ways, with the Vistani venturing into the vicinity to investigate. Ember and Ray communicate telepathically, discussing their next course of action.

Meanwhile, the group inside enters a room infested with nine massive spiders. Nix spots a collection of ancient skeletons wrapped in webs, sensing something concealed within. They strive to avoid detection by the spiders, but Fey accidentally causes her shinbone to clatter against a stone, alerting the arachnids to their presence.

Combat ensues as Fey, Nix, and Ezmerelda battle against the giant spiders. Fey swiftly retreats while Nix positions herself outside, readying a lightning spell should the spiders give chase. Ezmerelda follows suit, making her way towards her horse. Five spiders pursue the group. Nix unleashes a powerful call lightning spell, damaging two of the spiders. The arachnids retaliate by ensnaring Nix in their webbing, while one spider retreats and another lunges closer to bite her.

Fey casts Toll the Dead on one of the spiders, attempting to weaken its defenses. Nix, still entangled in the web, summons lightning upon the spiders surrounding her, but their resilience mitigates the damage. Unexpectedly, Nix undergoes a transformation, morphing into a giant spider herself and breaking free from the webbing.

Ezmerelda seeks refuge in a secluded spot, away from the spiders and the watchful eyes of Arrigal. Cunningly, she finds an optimal hiding spot, using a leather satchel to protect her hand as she smashes through a window, seamlessly swinging herself inside without a scratch—truly reminiscent of Indiana Jones.

One of the spiders catches sight of Ezmerelda's horse, Beau-Jacques, and swiftly kills it with a venomous bite. Ember joins the fray, entering the initiative order. Fey casts Toll the Dead on the spider responsible for the horse's demise, following up with a strike from her spiritual weapon, ultimately dispatching the creature.

With the combat concluded, Ember ventures inside to search for Fey, while Ray remains hidden outside. Jasper inquires about Ember's plan, to which she replies that they must locate Fey and evacuate the premises. Jasper questions the presence of the vengeful spirits, wondering why Ember has never become a ghost herself—a mystery to which Ember does not possess an answer.

Ember proceeds deeper into the fort, encountering the spiders. She joins the ongoing battle. After the skirmish, Nix, in her spider form, attempts to bind Fey with webs, unbeknownst to Ember. Mistaking the giant spider for an adversary, Ember unleashes an arrow dipped in poisoned wine, dealing a massive blow.

Arrigal overhears Ember's cries for Fey and demands an explanation. Ember informs him of the giant spiders, and Arrigal contemplates whether he should slay Nix. Ember intervenes, advising against killing Nix. Although Arrigal remains perplexed, Ember manages to persuade him that Ezmerelda is not present. Arrigal departs, leaving Ember to extinguish the flames engulfing Fey, inadvertently worsening the situation.

Ray finally joins the group, inquiring about Ezmerelda's whereabouts. Receiving no response, he ventures inside, encountering the spiders. Alarmed, he swiftly retreats and conceals himself once more.

The spiders remain unaware of Ray's presence, while Ember's intimidating presence keeps them at bay. Nix and Fey find themselves ensnared in the spiders' webs. Thinking quickly, Nix summons two powerful brown bears and positions them in front of the party, ready to defend against any incoming attacks. Ray prepares himself to strike if the spiders venture into the bears' threatened area. One of the spiders launches an attack, while the other two scurry inside. Ray swiftly eliminates the spider that made the first move.

Meanwhile, Fey uses the Sending spell to communicate with Ezmerelda, informing her that the spiders have been defeated and instructing her to meet them outside. Ezmerelda suggests that they enter through the front door if it is safe to do so.

As the group begins making their way to the front of the fort, the spiders decide to launch a final assault. Fey strikes one of them with a Guiding Bolt spell, imbuing it with radiant energy. Ember, utilizing her magical prowess, hurls a Magic Stone at another spider, dealing a precise blow.

Nix's summoned bears join the fight, attacking the remaining spiders and causing further damage. Nix herself casts a Flame spell, engulfing one of the spiders in fire and dealing a significant blow. Ray bravely enters the fort, setting the spiders' webs ablaze before swiftly retreating to another room. Five of the seven spiders rush back inside, sacrificing themselves in an attempt to extinguish the flames. The remaining two spiders remain to fight. Fey strikes one of the spiders with her mace, followed by a powerful blow from her spiritual weapon. Ember draws her shortbow, coating an arrow in poisoned wine and expertly dispatching one of the spiders. She examines the fallen spider, hoping to extract its venom but is unable to do so. Nix unleashes another Flame spell, swiftly ending the life of the second remaining spider. The spiders that ran inside are consumed by the flames, reducing them to ashes. The threat of the spiders has been vanquished.

Ember, Fey, and Nix regroup at the front of the fort, joined by Ray. Ray takes the opportunity to engage Ezmerelda in conversation, discovering that she is an apprentice of Van Richten. Suspicion arises as Ray believes Ezmerelda might be the "Her" Van Richten spoke of. They discuss their shared connection to Van Richten and the reasons for their presence in Barovia. Ray reveals that he was sent to this realm in case Van Richten did not return and is trapped here until the curse is lifted.

While the others converse, Ember explores the area outside, inspecting a silver dragon statue. She discerns that the statue was once capable of a powerful cone of breath attack, now diminished to a mere cool breeze when triggered. The statue's age exceeds 500 years.

Ray joins Ember outside and encourages her to rejoin the group inside. Ember complies, and they all proceed into the fort. Fey ventures into a room on the first floor, where she discovers a black sarcophagus that has been repurposed into a wine cabinet

As Ray investigates the room, he uncovers a secret door and notices a hanging object that emits rattling sounds. Curiosity piqued, he approaches the fireplace, where a living fire takes the form of a dragon. Before it can utter a word, Ember interrupts with a frostbite spell, causing the fire dragon to explode. Ray is frustrated by the missed opportunity for information.

Meanwhile, Fey ascends the stairs in search of the highest tower, following Ezmerelda's lead. She hears voices echoing throughout the castle, uttering phrases such as "vengeance on the beast master" and "is this the prophet? Has she returned?" She realizes that her interactions in the Tome of Strahd, too--especially sending magical messages of hope to the then-living soldiers--inspired them to hold on to their consciousnesses after death.

Fey reaches the highest level and encounters a gaunt figure clad in decaying armor, gripping a large greatsword. The figure appears undead and slumped over in a chair within the throne room. Fey senses a familiarity and addresses the figure, inquiring if he is the king of the castle. The figure recognizes her voice—a voice from the past. With great effort, the figure rises, using his sword as support. Decay and age are evident in his appearance as he gazes at Fey across the room. Fey admits she does not recall being in this place before.

The figure acknowledges that after all this time, Fey has returned in the flesh. He implores her to reveal herself fully and remarks on recognizing her voice, just as he did in the past. Curiosity overtakes Fey as she wonders what he looks like, to which he replies that she does not look much better than he does. Fey perceives no immediate threat from the figure and declares her intent to destroy Strahd. The figure cautions her, stating that she does not comprehend the true nature of her quest. Fey asserts that her mission is to restore Barovia, break the curse on Strahd and the land. Intrigued, she asks what transpired during the years that have passed.

We join Nix and Ember as they ascend the stairs, each taking a different path. Ember ventures into a small space blocked by a curtain, only to discover there is nothing behind it. Continuing her ascent, she encounters another curtain, beyond which she can hear Fey's conversation with the figure. Realizing there must be a secret panel, Ember slips through the curtain and enters a partially destroyed hall, with doorways leading in different directions. Whispers fill the air, but Ember detects a deeper, more ominous whisper. She cautiously navigates around the whispers, assuming them to be ghostly in nature. As she moves forward, she enters a new space, greeted by the sight of blood splatters, decaying ruins, and further destruction. From there, she spots Fey on the other side of yet another curtain and eavesdrops on their conversation.

Meanwhile, Nix reaches a different area, where angry whispers surround her. The voices accuse her of being the Beast Master and a servant of Strahd. Nix vehemently denies these claims, asserting her allegiance to the land. Suddenly, six phantom warriors materialize around her, ready to attack. However, a figure emerges from the shadows, commanding the warriors to stand down. It is a zombified version of Sir Godfrey Gwlym, whom Nix had unleashed her beasts upon during their encounter with the Tome of Strahd. The phantom warriors fade away, and Godfrey offers his sincere apologies to Nix.

Recognizing him, she addresses him by name, surprising him. Nix explains that she knows the stories and history of the land. They bond over their shared commitment to serving the land. Godfrey reveals that the warriors mistook Nix for the Beast Master who had attacked them long ago. Nix shares her quest to find a way to defeat Strahd and mentions the fallen member of their group who was told to seek what was lost in the highest tower of this place. Godfrey identifies it as the Beacon of Argynvost the Silver Dragon and suggests that Nix should consult Vladimir, as he was closer to Argynvost. Nix inquires if the beacon can be rekindled, to which Godfrey confirms, explaining that the Order of the Silver Dragon has suffered greatly. Strahd had slain Argonvost and stolen his bones from the sacred site. Restoring the bones could bring peace and allow their souls to rest.

Godfrey warns that many in the land follow Strahd's twisted ideology, but he cannot be trusted. Nix asks about the outcome if the bones were to be restored to the house, and Godfrey explains that it would revitalize the order, giving them a chance at peace. Currently, they are mere shadows of their former selves, driven by vengeance against Strahd. Godfrey reveals that the spirits of those who die opposing Strahd often find their way to the beacon, as if drawn to it. Nix ponders if the beacon, even in a diminished state, could be used against Strahd. Godfrey affirms that even a glimmer of its light would weaken Strahd and potentially bring his defeat within reach.

Elsewhere, Ray explores the area. Suddenly, he spots a slender hand belonging to a dusk elf reaching around the corner--who got wounded and stuck searching for Arabelle when she initially went missing. Ray informs the elf that they have already found Arabelle, expressing his need for medical assistance due to his injuries from the needle blights. The dusk elf, named Saveed, proceeds to share information about the location. Dusk elves and Vistani rarely venture there, but a ghost of a silver dragon haunts the place. Saveed discloses that Argynvost, the draconic leader of the Order, used to assume the form of humans. He explains how the order was destroyed by Strahd's soldiers. He mentions the surviving Dusk Elves' leader--someone named Kasimir. He claimed that Kasimir shared visions of an Amber Temple and reveals that his ears were mutilated by the forces of Strahd centuries ago.

Meanwhile, the revenant's ruler introduces himself to Fey, stating that if she is not here to guide, then she must be another jailer. He reveals his name as Vladimir Horngard, which Fey recognizes from Commander Gwilym's mention in the Tome of Strahd. Vladimir explains that he and his people fought against Strahd before he took over the land. He informs Fey that they heard her whispers, recalling the reaction of the knight of the Silver Dragon when he received her sending. Vladimir believes they are all eternal gods trapped in an eternal prison under an eternal tyrant. He approaches Fey, uncovering her cloak and revealing her bones, claiming that he knew they were the same.

Fey shares her mission to destroy Strahd. She argues that she and Vladimir are proof that not all undead are evil. Fey emphasizes that before anyone can find rest, Strahd must be defeated. Vladimir, however, refuses to let Strahd experience the release of death, as his purpose is to torment him. Fey questions if he means Tatyana, to which Vladimir confirms. Fey protests, stating that Tatyana did nothing wrong, but Vladimir insists that sacrifices must be made to maintain the curse of Strahd. Tatyana will die and be reborn repeatedly, and Strahd will forever lose her. He declares that Strahd must not rest.

Meanwhile, Godfrey and Nix overhear Fey and Vladimir's conversation. Godfrey's eyes reflect sadness and sorrow as he turns to Nix, pleading for an end to the eternal torment that afflicts not only him and his men but also Vladimir. He requests Nix's assistance in putting a definitive end to the suffering. Nix inquires if Godfrey has discovered a way to end it all. Godfrey admits he doesn't know how it ends, but the perpetual torment must cease for things to find resolution. Confirming that Nix seeks the beacon, Godfrey offers to guide her to the mausoleum of Argynvost.

Fey agrees with Vladimir. asserts that Strahd deserves to suffer and proposes the ultimate torment for him: to witness his beloved Tatyana return to her true love, Sergei von Zarovich. She believes Strahd's last sight should be Tatyana walking into the sunset with Sergei. Vladimir, intrigued, questions Fey about whether she has found Sergei. Fey reveals that it was Sergei who found her, appearing to her in the form of a statue. She explains that she can bring Tatyana to Sergei and break Strahd's hold on the land. Vladimir acknowledges that Strahd must live, but he finds the idea of taking what Strahd loves appealing as well. He implores Fey to locate Sergei, rescue Tatyana from Strahd's clutches, and hand her over to Sergei.

Meanwhile, as Godfrey turns the corner, Ember catches sight of him. She can sense his frustration at feeling powerless and realizes that overhearing the conversation has only intensified his helplessness.

Ascending the spiral staircase, Nix reaches the roof of the space. Thunder rumbles overhead, enveloping the area in darkness. Contemplating her original mission to restore the Fanes, Nix contemplates how assisting this group could deliver a significant blow to Strahd. Observing the weather and interpreting the signs, she feels a deep conviction that this is the right course of action, one that will aid in the restoration of the land. The dutiful phantom warriors in her presence make no move to impede her progress. Nix presses onward, enduring the creaking step boards and sustaining multiple injuries from falls. Finally, overcoming the broken board, she ascends to the top of the tower.

There, she encounters a dwarf she has never seen before. The dwarf bears the scars of a missing eye and a gaping hole where his heart should be. Clutching an object tightly, the dwarf repeatedly mutters, "My daughter, I found you!" Nix approaches the ghostly figure and embraces Zilveren, feeling a whisper that combines Zilveren's and Madam Eva's voices, asking if she will care for it. Amidst the ghostly presence, Nix focuses on the talisman that Zilveren holds, resembling a Morning Lord's emblem. Zilveren passes the talisman to Nix, bidding her farewell with the words, "See you soon, sweetie." As Nix accepts the talisman, Zilveren's ghost fades away, leaving her with this newfound artifact.

## Memorable Quotes

**Ember:** Is there, like, a garden you can hide in, or... 'cause no one's allowed to be out right now...

* **Zilveren:** Well, you healed up real quick, Ember. Must be all those good deeds you've been doing!
* **Ember:** Maybe I just aged like wine.

* **Lady Wachter:** Your son, Vargas. He's made his bed...
* **Baron:** Wachter, I will meet you down there in the eternal pits of hell with a smile on my face. All. Will. Be. Well.

**Danica:** Birds of a feather stay together, alright?

* **Galen:** It is your custom to come here and respond to a question with an interrogation?
* **Ember:** I'm just gonna bullet list this for him. There are vampires, the town is on fire, the baron is dead, and Lady Fiona has staged a coup.
* **Zilveren:** And our friends are missing.
* Galen: Vailaki has FALLEN??

**Arrigal:** Your friend who is missing. Is she... the cute one?

* **Ember:** We appreciate that sacrifice.
* **Arrigal:** Money is money. Family is everything.

* **Arrigal:** I would ask that you not do anything to harm Lady Wachter, unless she tries to harm you.
* **Ember:** You mean like giving an order to have us killed?

**DMIain:** So, Zilveren, just to be clear--is your plan to go back to the town where an active coup is happening and ask for your weapons back?

**Jasper:** WHOA! BOSS! There's been, like, an UPGRADE! I wanna swim LIKE A BIRD! THAT WAS SO COLD, WHY DID I DO THAT?

**Jasper:** Boss, you know, sometimes we shouldn't look a gift swimming/flying speed in the mouth.

**Jasper:** FINISH THE FUCKING SENTENCE! WHEN CATS FLY, WHAT? WHEN CATS FLY, WHAT???

* **Zilveren:** Do you think Fey and Harsan made it out? 😉
* **Ember:** I don't know if they would have gone if they were dead... so.
* **Jasper:** If they're dead, we should just burn the whole place down, right boss? Like this whole place is just so fucking wrong!

* **Jasper:** We should burn it down.
* **Ember:** All of it?
* **Jasper:** Yeah, boss.
* **Ember:** ...Okay!

* **Jasper:** I want to play with it.
* **Zilveren:** Zilveren looks at the cat and pops the eye back in his head.
* **Jasper:** Sooooon, my pretty.

* **DM:** There is a big sign on the caravan that says 'KEEP OUT' - do you still go in?
* **Ember:** Yes.
* **DM:** BOOOOOOMMMMM!!!!

**Ray:** One might say I have communion every day.

* **Zilveren**: How many times have you been close to death? Or have died?
* **Ember:** 15? 50?
* **Zilveren:** Do you have a death wish?
* **Ember:** No. Sometimes you have to risk death to get the job done. I've never seen you risk your life for anything.

**Ember:** Do Not Enter is where they keep the stuff they don't want you to see!

* **Rictavio:** Got a snap-back on, like always. But, like, a Ye Olde Snapbacke.
* **Ember**: That was YOUR keep out sign!
* **Rictavio:** Well, you have a tendency to not listen to those, so I can’t be surprised.

* **Rictavio**: You took a boat to get here?
* **Ember:** Well, how did you get here?
* **Rictavio:** I took the road. I gave you directions here. I suppose that's one way to slice a mango.

* **Rictavio:** You think I built this entire tower myself?
* **Zilveren**: Did you find it on AirDND?

**Rictavio:** I don’t mean to insult your intelligence, but the puzzle was NOT that complicated.

**Rictavio:** A lightning bol trap? It’s real good home security for me considering there are literal creatures of the night roaming the grounds

* **Rictavio:** Who laughs at your jokes, Ember?
* **Ember:** I do.
* **Rictavio:** I’m sorry, I have a difficult time speaking to people of, uh, differing intellects.

**Rictavio's note:** "For your next venture and home invasion."

* **Zilveren:** I can use the metal, or sell them on the road, the possibilities are endless.
* **Ember**: That was two possibilities.

**Voice of Strahd:** My beginnings are lost in the darkness of the past.

**Strahd:** I am Strahd Von Zarovich, how may I be of service to you?

**Strahd:** I’m to have a brother. Mother says it will be my job to teach Sergei everything he knows!

* **Rahadin:** My pupil, young master, are you ready for more swordplay?
* **Ember:** Here, do a little more damage next time. - winking and giving Baby Strahd a real weapon. Like he’s not going to grow up to be a vampire dictator.
* **Zilveren:** Remember your footwork, lad!

**Jeny (to a ghost):** Hey you! Ya died for nothing! And no one will care that you were ever born!

* **Kiril:** You sailed right into a dead end! It’s almost boring at this point! This is my favorite part! I get to--
* **Ember:** I cast Hunger of Hadar at him.

**A Normal Deer:** Bark....bark bark...

**Jeny**: Looks like these two are in need of some. AMNESIA DUST!

**Ray:** Oh, oh, I can’t hear you over the sound of you being a coward!

**Jeny:** I just want your skin!

* **Zilveren:** I mean, it seems like the Abbot is trying to do something for the greater good.
* **Fey**: He wants the soul of his love. He wants Tatiana, not some corn husk.

* **Zilveren:** I’m looking for a more natural approach to deal with this, maybe plant based, holistic--
* **Ray**: You're looking for page 452.

* **Ray:** How old are you?
* **Zilveren:** Eh, Iost count. A buck thirty I think?
* **Ray:** You lost count of your own age?

**Zhudun:** The man floats alone in the great ocean. And the ship passes by. The man does not enter and says, "I put my faith in the lord.” In, time two more ships come along. To each rescuer, the man says, "I put my faith in the lord" and then the man drowns. Man comes to meet his maker the maker assigns the man to hell. The drowned man says, "I put my faith in you. You promised to save me." "SAVE YOU? SAVE YOU? I send you three boats!"

* **Jasper:** We should go with your COOL friend!
* **Ember:** Fine.
* **Jasper**: Awesome!

**Ray:** You shudda said something. Cause now you’re just gonna die having not said anything.

* **Nix:** Werewolf den? What exactly have you all been up to? You haven't exactly TOLD me much?
* **Ember**: I’m sorry, we literally just fucking MET you.

 **Jasper:** Ah yes! It's my time to shine! WORTH IT! \*dies\*

* **Nix:** Where did you all come from?
* **Raven:** THE SKY!
* **Nix:** What links you to this place?
* **Raven:** BIRD FEED!

**Fey:** This is all entirely unnatural. Druids and followers of lathander follow a similar path. Life is precious and must be protected. Not all undead are true monsters... and I understand the hypocrisy, but...when someone casts aside their humanity, their empathy, that is where the line must be drawn.

* **Ember:** I’m not from here.
* **Ray:** I thought you said you were born here?
* **Ember:** ...I am from here.

* **Ember:** How...how's the war going?
* **Strahd:** I think you should return to your post...

**Alek:** I'm gonna beat the foolish out of you, and then you'll join us.

* **Fey:** That was well dispatched. I would have helped more, but my skills lie more in conversation and subtlety.
* **Rahadin:** Yes, your crossbow is very weak. Would you like to try a dart?
* **Fey:** If you have one to spare, I wouldn't say no.

**Alek**: I don't want to talk to Vladimir right now, Godfrey... I want to talk to YOU.

* **Ray:** It's alright, I'm not being followed. It's just me. You can drop the act.
* **Rictavio:** I'll forgive the fact that you just addressed your TEACHER as a fucker.

**Rictavio:** We are not fighters, Ray. We are hunters. Monster hunters.

* **Ray:** Am I the bait? Is that my job?
* **Rictavio:** Of sorts.

**Rudolph**: Very interesting, this one's got more bite than the others.

**Rudolph**: I'm not here to install better leadership. I'm here to take out the pack.

* **Kiril:** I've killed more than you can ever make up for in killing monsters.
* **Van Richten:** It may not make up for all the lives that you take, but I promise that the pain your brethren will feel will be tenfold as I hunt each and every one of them down and watch the blood drain from their bodies.

**Ray:** Apparently I'm supposed to go to dinner with Strahd. The dickhead said so. The dusk elf asshole, do you know who that is?

**Van Richten:** Remember Ray. We're HUNTERS. Do not ever forget that.

**Ray:** Oddly not the weirdest way something like this has happened to me...

**Fey:** Our group is very much like the seasons. Or like life and death. They don't like each other very much but they need each other to exist. From life there is death and from death, life.

**Jasper:** Am I being swaddled in a rucksack like a babushka? I don't hate this!

**Fisk**: The dinner's over, actually. Ya missed it.

* **Jasper**: Do I get the makeover?
* **Escher:** You know, I dunno about the shield of wings, but I know that none of them were as handsome as this little cat.
* **Jasper:** I think I look fucking great!

* **Ember:** I have a head.
* **Strahd:** Yes, I can see.

**Volenta:** Nix, do blondes have more fun? I just really wanna know? I mean, they SCREAM a lot more, but that's about all I know about it!

**Volenta**: Okay this is boring. Did you know a cat can fill about 1.75 of a bucket of blood?

**Volenta:** You must be a 207! Right this way!

**Anastrasya:** Please stay alive. It would break my heart if you were to hurt yourself or even your friends here on your little escapades. Do you understand me?

**Rahadin:** Just as the thumb from the pinky.

**Nix**: Who is the more foolish: the fool or the fool that follows the fool?

* **Strahd:** Raynard, I give myself to your mercy. I appreciate all that you've done to help protect this land.
* **Ray:** What makes you so afraid of my mentor?
* **Strahd:** He intimidates me! He terrifies me. His power, his strategy, his strength. It's beyond anything I've ever seen before, Raynard. It's fRiGhTeNiNg!

**Strahd:** I know by now you've been indoctrinated by a maniac. But how long did that take? A decade? Less?

**Ray:** Time is a very precious resource, and I don't imagine I'll be standing a terrible amount of time trying to spend MORE time with you.

**Strahd:** Whenever you call for me, Fey, I will be there.

**Ray:** Well, Mr. Rahadin, before we get a chance to meet again, don't die.

**Ray**: Van Richten, like all people, is capable of great darkness and great evil. And when we choose to give in to those impulses, it doesn't erase all the good we've chosen to do. Then we can know that we all have a chance of redemption.

**Parriwimple:** I guess I'm just holdin' ya, huh?

**Fey:** He likes being held VERY close!

**Ray:** I think the only thing that would help me at all is a tall glass of wine.

**Ireena:** He needs to be safe. Barovia can be an endless pit of despair. I could be Strahd's bride from now until the end of time, but Ismark needs to be safe.

**Nix:** So how many buckets of blood does a WOLF have?

**Volenta:** Disgusting, disgusting! You people and your disgusting THINGS! Fuck you and fuck your staff!

* **Ember:** I will give you permission to let Ray lead you to Van Richten.
* **Strahd:** With all due respect, Ember, I don’t need your permission for that.

* **Gertruda: I** don’t know where Krezk is. I don’t know many places aside from this castle and my closet!
* **Ember:** I am not from your closet.
* **Gertruda:** I think I would remember you from my closet!

* **Strahd:** It was probably a poltergeist.
* **Ember:** Do you have a lot of those here?
* **Strahd**: We have a Hall of Bones.

* **Ember:** He has a horse.
* **Ray:** I see. Anyone with a castle usually doesn't have a horse.
* **Ember:** I haven't seen a vampire with a horse.

* **Fey:** If Strahd doesn't like the Corpse Star, that has to mean that he's on the right side, right? Our side?
* **Ember:** I think it's safe to say that here in Barovia, there's more than just one wrong side...

**Fey:** I don't think you have to worry about where Ember's loyalties lie. Ember is 100% loyal to herself.

* **Eliza:** Feyalin Sindarin? You look terrible!
* **Fey:** If my physical form is the price that has to be paid for Barovia's freedom, then that's the way it has to be.

**Madam Eva:** Little boys like to play with toys and then they break them. And someone needs to go in and fix them.

* **Ember:** Sorry, there was a spider.
* **Madam Eva**: I have a certain fondness for them. Gossamer lace, yes? There is a beauty to it.

* **Ember:** I found his hall of bones.
* **Madam Eva:** That is where you are destined to destroy him.

**Madam Eva:** The serpent with his forked tongue tells you lies.

**Madam Eva:** Whatever has pulled you here is beyond my sight.

**Madam Eva:** The Devil speaks in lies, so I must speak in riddles.

**Madam Eva:** As your power waxes, the Devil's wanes.

* **Nix:** You're writing a book, it's more than one page.
* **Madam Eva:** Nix, tell me what that means! Of course, it's more than one page!

* **Fey:** Madam Eva said that Zilveren would find what he was looking for behind a great stone dragon. I don't know what he was looking for other than his daughter, and I don't think his daughter would just be waiting for him behind a great stone dragon.
* **Ray**: Zilveren had a daughter?!

* **Raven:** Bird seed!
* **Nix**: I have a biscuit, will you take that?
* **Raven**: No!

**Granny:** I think the real secret is that they're made with love.

**Granny:** I dunno who you think you're fucking with...

**Granny:** My dear sweet summer child. Don't you know what the fuck this place is? You're gonna be mad at me for giving this place just a small taste of happiness?

* **Granny:** If you're gonna stick around, I'ma gonna kill ya.
* **Nix:** Now why would you do something like that?
* **Granny**: Because you're pissing me off, bitch!

* **Ember: I**'m not actually listening to this, I'm gonna jump out the window.
* **Hag Daughter:** I gotta say, you are the craziest person I've ever met.
* **Ember:** -----thank you.

**Hag Daughter:** Oh, I'm sorry, I thought this was public property.

* **Hag Sister 1:** It's in my brain, sister!! It's in my brain!!
* **Hag Sister 2:** Deal with it.

* **Strahd:** I understand you’ve reconsecrated one of the Fanes.
* **Ember:** Is that what we did? I just threw a heart in a bowl.

* **Strahd**: Ember, we'll need to get that book back.
* **Ember**: How will I find you?
* **Strahd:** I am still the land.
* **Ember:** Maybe I’ll just tell it to a rock then.
* **Strahd:** Charming.

* **Nix:** In my best froganese or toadic I turn to the frogs.
* **Frogs:** HelloHelloHelloHelloHelloHelloHelloHelloHelloHelloHelloHelloHelloHello!!

**Gabriel:** My lord, it is with a heavy heart that I must arrive and deliver you the news of the queen ,my lord. She did not survive the night. She is now with Lathander himself.

* **Ray**: I’m guessing you’re not running away cause something wonderful is coming our way!
* **Ember:** So are we leaving? Leaving guys? Leaving?
* **Fey**: You tell us!?
* **Ember:** So we’re leaving?
* **Fey:** What’s coming after us?
* **Ember**: GHOSTS!
* **Fey:** THEN GO!

**Ember:** When was the last time you saw GHOSTS come out when you touched a WALL? I’m not weird. THAT’S weird.

* **Arrigal:** Hello there!
* **Ember:** Hello! Funny running into you far from home!
* **Arrigal:** I want you to know that Arrabelle speaks of you often.
* **Ember:** Oh how lovely!

**Arrigal:** It is notable in his book that he does not describe a memoir. It is all about killing.

**Ray:** I would not reveal much about Fey's... status.

* **Jasper:** Hey, how come you were never a ghost?
* **Ember:** That's a good question that I don't have an answer to.
* **Jasper:** That's kinda wack.

* **Arrigal:** Do you want us to kill her?
* **Ember:** Oh, Nix? Sure, do whatever you want.

**Arrigal:** We did not find Esmeralda, we see you are having your own problems....

* **Ray:** In my defense--
* **Fey:** I don't give a fuck about your defense, Ray. You walked into a den of spiders ten seconds after I was on FIRE!

**Ray:** The flaming Brainiacs over there might know.

**Ray:** So the other Vistani, and this is gonna sound really bad coming from me, but they called you a race traitor?

* **Ray**: It was gonna say something!
* **Ember**: I just saved you from a dragon made of FIRE! I think the words you're looking for are 'You're welcome!'
* **Ray:** I'm supposed to say 'you're welcome' to YOU?!

**Voices from all around the castle:** The Beast Master! The Beast Master has returned! Vengeance on the Beast Master!

**Voices:** Is this the prophet? Is the prophet returned to us?

**Vladimir:** After all this time... what has happened through these long years? And why have you returned now?

* **Voices:** The Beast Master returns! The monster! Servant of Strahd!
* **Nix:** I am not a servant of Strahd. I am Nix Vinaturae, druid of the land.

* **Nix:** Your men protect you well, Sir Gwilym.
* **Godfrey:** It is not me they wish to protect... wait, you know me?

**Godfrey** My men might mistake you for that ravenous cur, the Beast Master!

**Godfrey:** Strahd is not to be trusted. He poisons everything he touches.

**Godfrey:** It's almost as if all those who struggle in our land find this place as some sort of beacon.

**Godfrey:** You do not need to be a member of The Order to be part of this charge. Anyone who fights against the devil carries the strength of Argenvost.

**Saveed:** Rahadin is... they say Strahd is the devil incarnate. But Rahadin is... there is no greater monster in this land. He was the one who said that after we killed that witch, he was the one who said what the punishment must be. It was slaughter, it was castrations... did you meet him? Kasimir?

**Fey:** Tatyana is an innocent! Why should she be punished for what Strahd has done! It's not her fault she suffers from his curse, too!

**Vladimir:** Strahd. Must. Not. DIE!

**Godfrey:** I must ask not for myself, not for my own want, but for him, please end this once and for all.

**Nix:** The only way forward in this dark, dark night is for you, yourself, to serve as the light.

**Nix**: Ever forward.

* **Fey:** Yes... you're right. Strahd should suffer. He should suffer greater than the suffering he caused everyone in this castle. And what punishment would be more fitting than to see his love rejoined with her true love? Sergei Von Zarovich?
* **Vladimir:** Sergei... you found him?
* **Fey:** He found me. What would be better revenge than for Strahd to witness his curse broken, his Mists give way to the light of Lathander, and the woman he loves walking into the sunset with his brother?
* **Vladimir:** Take what he loves.
* **Fey:** Tatiana's happiness will be Strahd's bane, and then the rest of you will have your revenge.

**Fey:** Rip his heart out.

**Nix:** God, I hope this was worth it. I hope all this restores the land.

**Ghost Zilveren:** Mah daughter. Mah daughter. I found you! I found you! I found mah daughter!

* **Zilveren/Madam Eva:** Will ya take care of her?
* **Nix:** Yes.
* **Zilveren/Madam Eva:** See ya soon, sweety...