Into the Mists

Chapter 2: Death House

Chapter 2: Death House

Session 3, 4, 5


As the group made their way back to Barovia, they came down a quiet and empty road when entering town. Finding two young children in the road, one clutching a toy doll. The group approached the children and found out that they had escaped their home across the street, fleeing a terrible monster in their basement. They also feared for their little brother, a baby named Walter, whom they claimed was still trapped in the home. After finding a safe place nearby for the children to wait, the group went into the home to investigate.

The home turned out to be much more than it appeared. They explored the interior of the home, noticing grim depictions in every decoration they studied of violence, death and evil. As they explored deeper into the home they eventually found letters and information that led them to believe the home was actually a front for some cult, meant to appease the vampire Strahd von Zarovich.

In one of the upper floors they actually came upon the bodies of the two children they had encountered outside, and the ghosts of those children. The children seemed to have no idea about the interactions outside, instead their ghostly forms tormented by a feeling of abandonment and fear. They seemed to have been left to starve to death in their rooms, locked in from the outside years and years ago. The party did uncover more about the home though and came to conclude that the home had much more nefarious uses than simply a monster in the basement. When trying to leave the children, the children attempted to possess the party without success.

Deeper into the house the party found themselves battling a ghoul whom they later established was the once-maid of the home, along with animated armor and flying brooms. They eventually made their way to the home's library, uncovering a letter from Strahd to the cultists who ran the house, demeaning their attempts at his favor and making mention to a curse they had wrought upon themselves. It seemed as though the owners of this house would never gain his favor. They also found the body of an adventurer in a hidden alcove in the library that was also filled with later uncovered bogus spellbooks and rituals. Lectos attempted to contact Pandlewick without success, and after resting the party moved on.

They eventually discovered a way into the basement. A narrow spiral staircase led them from the attack all the way into a series of crypts and tunnels below the home. The crypts seemed to be for the family members, and the tunnels led to a series of rooms and storage facilities for a cannibalistic cult whom was seeking Strahd's attention. The deeper they delved into the tunnels they discovered that the cultists had all succumbed to various forms of undeath. Zombies, ghouls, ghasts made up the cult members. In the battles the party eventually lost Gwendolyn, as she was overcome in a desparate battle that took place in a narrow four-way intersection.

The party eventually found the owners, Elizabeth and Gustav Dhurst as ghouls whom hunted through the home. They quickly dispatched of Gustav as the ghoul's charged, but Elizabeth ducked into the darkness, and a fevered hunt began. Eventually Elizabeth led the party through the tunnels, causing them to activate a Mimic disguised as a door in an attempt to weaken them before she came out to attack again. In a struggle that left the remaining party nearly defeated they eventually killed both Elizabeth and the Mimic, retreating for a day and a half into the upstairs library to recover.

When they continued on into the lowest levels, following a nefarious chanting through the caverns. They eventually discovered a prison deep down in the tunnels, and surprisingly found a living bird-man within. Although there seemed to be a very big language barrier, the prisoner could only mimic and repeat, not form language of it's own. Lectos found the solution with telepathy, exchanging thoughts and coming to realize that the creature was a Kenku from a far away land, he and his party had followed a similar path to the group nearly a year previous. The rest of the party being killed by the cultists, where the Kenku, appearing as a raven-man, seemed to hold some sort of importance to the cultists. They did not kill the Kenku, named Krakle, but instead paraded him in front of a statue to Strahd, attempting to gain his favor to no avail for going on a year.

After establishing the who, how and what of the new addition to the group they fought on. Ending up in a lower level of the tunnels with 18 pedestals that had seemingly important artifacts on them in the room the chanting emanated from. They followed another tunnel to come into a half submerged marble ritual chamber, with a raised sacrificial platform in it's center. When Krakle and Hanif stepped onto the platform two dozen ghostly images appeared in a ring around the raised platforms surrounding the room, demanding a living sacrifice. When the party refused, a massive heap of refuse rose from the water to destroy them. Although using a tight doorway to their advantage, the party managed to destroy the creature with relative ease.

With the monster defeated, the two dozen ghostly images disappeared and the chanting ended. The tunnels seemingly becoming inert. The party went to leave the house, believing that they were free of the curse bestowing it only to realize that the house above had come alive, looking to destroy them. Each doorway was full of magical blades swinging through them, every room with a fireplace or stove spewing acidic clouds of acrid smoke, and the walls full of enraged rat swarms. The party bashed through the home, fighting off all the challenges and eventually spilling out into the road just before the entire home collapsed in on itself. The ghostly children were also nowhere to be found.

Regaining their composure, the group left the house to the nearby Blood of the Vine tavern, hoping for a moment of respite and time to make plans for their next steps.

Below are the EXP rewards for the sessions.


400 EXP: Survive the flying brooms.

300 EXP: Defeat Nursemaid's Specter

700 EXP: Deal with the children's ghosts.

100 EXP: Defeat Centipede Swarm

450 EXP: Defeat Grick

800 EXP: Defeat 4 Ghouls

500 EXP: Defeat 5 shadows

450 EXP: Defeat Mimic

900 EXP: Defeat 2 Ghasts

1,800 EXP: Defeat Shambling Mound

1,500 EXP: Roleplay Bonus

Group Session Total: 7,900 EXP

Individual Session Total: 1,975 EXP


Lectos Total: 2,713 EXP (Level 4)

Krackle Total: 2,713 EXP (Level 4)

Hanif Total: 2,713 EXP (Level 4)

Treller Total: 2,713 EXP (Level 4) 

Letters to My Father Prt1
On the Road to Borovia

(Hanif writes letters to his father—who died many years ago—as an act of self-reflection. In the letters, he attempts to work through his thoughts and better himself. This is the letter he wrote while traveling to Borovia)


<meta />



I find myself in the company of liars and cheats. Stanomir struck me as a dishonest and intemperate man, and these past few days have only cemented my judgement. His cohorts are little better and at times much worse. I worry their poor behavior will influence my new friends.


Despite Stanomir’s flaws and those of his friends, I believe his plea is genuine. He may be a liar but so are many men. He needs help, and if I were to deny help to every morally imperfect man, there would be no one left to aid.


Still, I cannot shake this sense of foreboding. I have never heard of this Borovia, and I can find no reference to it anywhere. Wherever it is, it is far away, and I find myself—despite myself—fearing that I will never see my home again.


After the fight between Elder Granbry and Lucca I told you I had learned two things. I was not helping my fellows in Hartglen, and staying was only serving to enlarge my desire for the comforts of home. If my town and I were to grow stronger, I would need to leave.


As I promised you, I left Hartglen. I admit now that for a time I deceived myself. I volunteered again with the Scabbard, secretly hoping that I could stay near my home and perhaps even return to it. It was weak of me.


Fate, however, has conspired to make an honest man of me. I now find myself traveling to a faraway land, and I do not know if I will ever return to my little village.


I should feel great joy. I nearly gave into weakness and broke my word to you; I nearly lost what’s truly import for the sake of passing pleasures and comforts. I now have the chance to do great good for Stanomir’s people and my friends, each of whom seems lost in their own way.


I should be rejoicing that fate should conspire so laboriously to make a good man of me, but again and again I feel only dread.


But as Marovan taught, “If thou art pained by any external thing, it is not this that disturbs thee, but thy own judgment about it. And it is in thy power to wipe out this judgment now.” And so I will root out my need for home and safety and find happiness wherever this road takes me.


Thank you for holding me to task in all that I do,


Chapter 1: Dragons and Gypsies!

Chapter 1: Dragons and Gypsies!

Session 2


<meta />Coming off the heels of a pitched battle with a cavern full of Lizardfolk and a wyrmling black dragon, the party mustered their energy and cleared out the cavern. Coming away with the beginnings of a dragon horde, some vile looking potions, and a unconscious baby dragon, they counted themselves victorious. However the logistics of exactly what would be done with the dragon was of some large debate.


Eventually the group decided to split up, with Luc and Lectos going back into town and the rest of the group camping out and keeping the dragon on guard. This was mostly successful, although it led to a restless night for those who stayed behind as the dragon attempted to free itself from it’s bonds, although it did not attempt escape. Back in town Luc was to procure a cart pulled by horse in the morning, and Lectos wanted to check with his wizard instructor to find a better solution.


When Luc and Lectos arrived back with the group Lectos had a strange ornate staff and circlet. He explained that it would help them transport the dragon undetected through town and that his instructor had agreed to take the dragon off their hands, hoping a black dragon might be able to be raised to be good natured. They attempted the staff on the dragon, polymorphing it into a baby turtle.


As cute as this was, it only lasted about an hour. When the dragon reverted back, it did so while being carried by Gwendolyn on horseback, knocking her off the horse. The dragon then took a bite out of the horse before going airborne in an attempt to flee. Lectos managed to polymorph it again, back into the turtle, preventing the escape. The party then rigged up a tie-down onto the cart to hold the baby dragon when it turned back to it’s original form. Having to cover the dragon with tents as they passed by other traders on the road.


When arriving in town the party gave the dragon to Lectos’ instructor, a wizened gnome with high-magic they found in the library. She dropped the baby turtle into a book, using strange magics that boggled Gwendolyn’s mind before thanking the party and melding into the book herself. Luc invited the group that evening to attend a feast with Lady Morwen, duchess of Daggerford to congratulate them on the successful mission and formally recognize them as members of the Scabbard.


That night the group was celebrated as heroes. A feast was had and the group enjoyed themselves with the elite of city. Gwendolyn retold the group’s exploits with her exotic barbarian storytelling, symbols and all, to the delight of all in attendance. At the end of the night a messenger came to Lady Morwen, before she dismissed all in attendance except for the party and Luc. She then explained a situation that needed attending to, with gypsy-like individuals just outside of town accosting those coming into town from the south. Apparently they had been taking wine and money from those coming into the city, beguiling them with tricks or magic. When guards were sent to see them on their way, they too seemed charmed by the ways of these strangers.


The group was asked to see these intruders away from the city before daybreak, or Lady Morwen would need to resort to force, which she was loathe to do so close to the city. Agreeing the group set off into town, finding the beguiled guardsman and realizing their fears of the men being charmed to be true. After a small fight, the group decided to set some contingencies with Lectos’ wizard colleague in town and set off to confront the group outside of town.


They found the intruders, a dozen in all, amidst jovial libations as they partied and sang into the night. Deciding to come at the intruders as friends, they presented wine and stories while they befriended them. They exchanged stories, Gwendolyn once more telling her story of the group’s battle with a dragon, wizards and book-dimensions. The intruders ate up all of it, joining in with their unique flair. At the end of the storytelling their leader, a man named Stanomir told his own story after agreeing to leave the city due to the growing unrest with lady Morwen.


The story Stanomir told was one of a great prince, conquering his enemies in a land far away. Of a valiant hero and friend of the man’s people, whom they helped when he was at his most dire need. He then explained that this prince, now king, was a man cursed and that he and his people would see their friend’s curse lifted. However they were sworn not to interfere or harm him, and needed some outside hero to help their friend and king. A group such as theirs, whom captured dragons, might just do the trick.


After some discussion the group agreed to travel with the band of outsiders, through the “lost roads” to the kingdom they spoke of. A few weeks of travel was all it would take. The group went back to town to prepare, Hanif growing immensely concerned as he had not heard of such lands, people or events such as those that were told to them by Stanomir and his group. Surely no kingdom existed within a few weeks travel by horseback that Hanif knew of. Just before dawn the party rejoined the now packed up outlanders and they left on a multi-week journey to save their king.


Below are the EXP rewards for the session.


300 EXP: Keeping the Black Dragon under control

500 EXP: Roleplay bonus!

150 EXP: Bar fight.

200 EXP: Successfully removing the gypsies from Daggerford

Group Session Total: 1,150 EXP

Individual Session Total: 288 EXP


Lectos Total: 738 EXP (Level 2)

Gwendolyn Total: 738 EXP (Level 2)

Hanif Total: 738 EXP (Level 2)

Treller Total: 738 EXP (Level 2)

Prologue - A Lizard Infestation
Session 1

Prologue – A Lizard Infestation

Session 1


It was midmorning in Daggerford and the group had all received message from the Scabbard that it was the day they would be tested for acceptance as full members of the Scabbard militia. The messages all instructed the individuals to meet at the town gate at their earliest convenience and left information regarding the clearing of a suspected den of Lizardfolk who had attacked a cattle farmer as he brought cows into town to sell.


As the group met Lux Sunbright at the entrance to town and saddled up onto the horses he provided the details came. There had been an attack a few miles outside of town on the trade road, where it butted up against the Lizard Marsh. This was a common enough occurrence, but the severity and number reported was anything but. Luc also instructed the party that he would be there to observe, and only lend support if they were overmatched. This was a test for them, first and foremost.


The day progressed as the party journeyed, eventually coming upon the scene where the cow herd and caravan had been attacked. It was easily identified by the dried blood in the road. Tying the horses up the party entered into the marsh searching for the Lizardfolk. Their first encounter came as they found the location of a half submerged and torn apart caravan in the mud and water of a stagnant pond. Two Lizardfolk were rummaging through the remains as the party came upon them. (this was only after Gwendolyn had fallen into the mud a few times). The party easily dispatched one of the Lizardfolk, however one managed to escape and was thought to warn the others.


Following the trail after this encounter they eventually came to a clearing on some raised ground with a dozen reed and mud crudely built huts, with an impaled and half eaten cow laying in the middle of the clearing like a kebab. There were two lookouts here, whom the party tried to lure into a trap, but failed the ruse. They then attacked in force, killing one of the Lizardfolk while the second escaped.


They eventually followed the trail deeper into the marsh, finding a large mound of mud on a peninsula followed by deep, fetid water. In the center of the mound was a cave and tunnel, however when they arrived they were greeted by some Giant Lizards and Lizardfolk. In a battle that saw Gwendolyn drop twice, they eventually defeated the lizards, with one retreating into the tunnel.


They followed the enemies into the tunnel, with large puddles of water knee high in places within. The cavern looked like it was constantly needing to be reescavated as the mud continued to fold inward. They disarmed a net trap in a 3 way fork in the cavern, as a number of Lizardfolk jumped out to attack them. They dispatched the enemies using the narrow cavern to their advantage. Only to have ###### be nearly incinerated when activating a trap in the Lizardfolk Shaman’s quarters down one of the forks in the muddy cave.


While debating whether or not to continue the party tried to provoke whatever lay in the large cavern where they had heard some splashing, by throwing items and potions found within the shaman’s enclave. Eventually this started a large pitched battle that they narrowly won, eventually capturing the master of the lizard nest, a wyrmling black dragon.


Below are the EXP rewards for the session.
450 EXP: 1 Black Dragon Wyrmling
450 EXP: 1 Lizardfolk Shaman
200 EXP: 4 Giant Lizards
500 EXP: 10 Lizardfolk
50 EXP: 1 Net Trap (spotted and triggered)
100 EXP: Successfully completing mission and finishing storyline objective.
50 EXP: Bonus roleplay EXP. Wasn't much roleplay in this session, but there wasn't meant to be, either. That said, there were certainly some entertaining roleplay moments and I think it gives a good sense of characters going forward.
Group Total: 1800 EXP
Individual Total: 450 EXP
Everyone now has enough EXP to level up. Advance to level 2 before next session. If you prefer to roll for HP over taking the average, do so at the beginning of session.

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