Not Curse of Strahd Session 5

Level Up and Leaving Town? A Recap of “Not Curse of Strahd” Episode 5 – “Burying the Hatchet (and Maybe More)”!

Hey adventurers! After the tense standoff with the werewolf pack and the cryptic warnings about Barovia, Episode 5 of “Not Curse of Strahd” [Title] saw our heroes, Redone, Atiya (Sheer), Steph (briefly), and Grandma, grappling with their newfound knowledge and making some potentially fateful decisions.

The episode kicked off with a meta-moment, with the GM reminding the players that they should be level 11 and encouraging them to take time for leveling up or tweaking their characters. Sadly, Steph's player was absent for most of this episode.

Grandma's Questionable Actions Continue: The first in-game event revisited a note from the previous session: apparently, Grandma had “sexually assaulted radar”. The exact nature of this remains unclear, but it certainly sets a tone for Grandma's unconventional behavior!

A Peaceful Night (Relatively Speaking): Despite the wolf howls, the party had a peaceful night camping in the spooky woods. Grandma, ever the helpful one, even baked cookies for breakfast.

To Town or Not to Town? Faced with the choice of returning to the zombie-infested gate or continuing west, the party opted to head towards the town. The GM described the town of Barovia as a dismal, gray, and eerily silent place with boarded-up windows and a general sense of unease. However, chimneys were smoking, indicating the presence of inhabitants.

The Blood On The Vine Tavern: Grandma, leading the way, slowly made her way to the center of town and the Blood On The Vine Tavern. A sign outside the tavern caught Grandma's eye: the “N” in “Vine” had been scratched over with an “F,” changing the name to “Blood On The Vine”. Inside, they found a quiet scene with a disinterested bartender and a few patrons playing cards.

Information Gathering and a Startling Revelation: Grandma's attempts to inquire about the undead problem at the gates piqued the interest of the card players, who were described as “Gypsy style”. One of them casually dropped the bombshell: “apparently you're new here welcome to barovia”. To Grandma's shock, her Sword Coast map was useless in this place. Another chilling piece of information followed: “no one leaves spirovia”.

Seeking a New Map (and More Questions): The party headed to Bildrath's Mercantile to find a map. The map Bildrath showed them was only of Barovia, confirming their predicament. Bildrath reiterated the sentiment that “no one leaves ferovia” due to the mist. He also mentioned the Vistani (the gypsies) as the only ones who might be allowed to leave by “the master” who resides in the massive castle overlooking the valley. This “master” was heavily implied to be the reason for Barovia's isolation and the strange occurrences.

The Vistani Bar and Madam Eva: Following Bildrath's information, the party went to find the Vistani at their bar. The same gypsy they spoke to earlier chuckled at their attempt to leave. They learned that other groups had come to Barovia but hadn't left. The Vistani mentioned Madam Eva, their leader, who “knows all”. They directed the party to her camp near the Tizer Pool to the east.

The Journey to the Vistani Camp: The road to the Tizer Pool turned into a muddy path. They found a colorful Vistani encampment with tents, wagons, and a lively atmosphere, complete with music and singing. The Vistani were friendly and hospitable, offering food and wine.

A Tale of Strahd: Around the campfire, one of the Vistani told a chilling tale of a mighty wizard who came to Barovia to rally the people against “the devil strohd” (later identified as Count Strahd Von Zarovich) but ultimately met a gruesome end at Strahd's hands. This story painted a grim picture of Strahd's power and the futility of resistance.

Madam Eva's Fortune Reading: The Vistani led the party to Madam Eva's tent, a stereotypical fortune teller setup with magic flames and a crystal ball. Madam Eva, with a crackling voice and eerie laughter, seemed to know who they were and even referenced events from their past. She proceeded to give them a Tarokka card reading, which was interrupted by a player going AFK.

When the reading resumed, Madam Eva dealt five cards, each hinting at a location or object of importance and offering cryptic advice on how to overcome their enemy and potentially leave Barovia. The cards revealed:

  • The Mad Dog's Crypt: Contains knowledge of the ancient that will help understand their enemy. Madam Eva implied this was in the castle.
  • The Elementalist: Represents a holy symbol of great hope hidden in a small castle beneath the mountain, guarded by Amber Giants.
  • The Enchanter: Indicates a weapon of vengeance, a sword of sunlight, and speaks of a “kneeling woman” and “the master of the marsh”. The marsh is located in an area called Perez.
  • The Dark Lord: Links to Strahd's enemy, stating they must face the evil of this land alone.
  • The Tempter: Reveals a secret place, a vault of temptation, hidden behind a woman of great beauty atop Strahd's tower of treasure.

Despite the seemingly helpful reading, Madam Eva refused to clarify specific details. She also confirmed that the story of the wizard was true and that his fate was sealed by Strahd.

Planning Their Next Steps: The party discussed the cryptic clues from the card reading, deciding to investigate the marsh (Perez) first, as it was on the way to the Amber Temple (the location of the Amber Giants). They learned some grim history about Perez, a village flooded by Strahd after the death of a woman he was obsessed with. The Amber Temple was described as an ancient, evil place in the cold mountains, requiring winter gear.

Returning to Barovia for Supplies: Knowing they needed cold weather gear for the Amber Temple, the party returned to the village of Barovia and Bildrath's Mercantile. Grandma managed to persuade Bildrath to give them cold weather gear, rope, and tent poles in exchange for a seemingly valuable gem.

Seeking Shelter and a New Quest: Instead of heading out immediately, the party decided to stay the night at the tavern. There, they encountered Ismark, the son of the local Burgomaster (Virgo master). Ismark revealed that his adopted sister, Ireena, has been bitten by Strahd and is in danger. He desperately sought their help to take Ireena to the fortified town of Vallaki (volocia) for safety. He explained that the villagers were too afraid to help him due to Strahd's influence.

A Glimpse of Ireena's Plight: Ismark led the party to the Burgomaster's dilapidated mansion, which showed signs of frequent wolf attacks. They met Ireena, a striking young woman who confirmed she had been bitten twice by Strahd. She recounted the wolf attacks that led to her adopted father's death and the villagers' fear of her.

Grandma's Unconventional Healing Attempt: In a bizarre move, Grandma tried to use a cookie with a “remove curse” effect on Ireena, but nothing apparent happened.

A New Direction: Despite their initial plan to head to the marsh, the party agreed to help Ismark escort Ireena to Vallaki before pursuing the clues from Madam Eva's reading. They made plans to bury the Burgomaster and then set out.

Episode 5 ended with the party embarking on this new, urgent quest, leaving the cryptic clues of the Tarokka reading hanging in the air. Will they succeed in protecting Ireena? What dangers await them on the road to Vallaki? And when will they finally confront the mysteries of Barovia and their potential escape? Tune in next time to find out!