As mentioned previously, this new campaign is being DM'd by one of the players in my local D&D Adventurers League chapter, and all of us players were recruited from D&D AL as well. So we're all generally familiar with one another and are pretty good at D&D. A few of us have played Strahd before, but we know that no two campaigns are going to be the same. Our cast of characters this time:
- Mark as Willow Thornbloom, wood elf druid (circle of the land)
- Kim as Potentia Greenveil, wood elf paladin (oath of the ancients)
- Syed as Oliver Gardin, halfling sorcerer (wild magic bloodline)
- Jake as Mort, gnome artificer (battlesmith)
- Yours Truly as Trig Cove, human rogue (phantom)
- Phil as the Dungeon Master (literally everyone else)
The additional hooks Phil sent me are that Trig has, in his pack, three bounty posters. One each for Rudolf van Richten (500gp, wanted dead), Ezmerelda d'Avenir (300gp, wanted alive), and Trig Cove (200gp, alive). And that a mad halfling may have a lead on van Richten. (I assume Phil meant "gnome" as a link to Mort, but I'll have to ask him to clarify.)
I've built Trig to be a lot better at getting advantage on his attacks, so as to proc his Sneak Attack bonus (an additional 2d6 damage). The 2025 edition of D&D's Player Handbook (PHB) introduced something called "Weapon Mastery," which allows additional bonus features if you're using a weapon with which you have mastery. In Trig's case, he has mastery in both his primary weapons (rapier and shortbow) which both have the mastery feature called "Vex," which gives you advantage on the target for your next attack against them until the end of your next turn. So if I can land at least that first hit, I get advantage to proc Sneak Attack every subsequent round against the same target. I took the starting feat Magic Initiate - Wizard so I get a couple of cantrips and a 1st level spell I can cast once per day. For the cantrips, I took Dancing Lights (since as a human, he has no darkvision) and True Strike (which presently offers no additional bonus to attack for me - it allows the user to use their spellcasting modifier for their attack rolls instead of their STR/DEX, but in my case my DEX equals my spellcasting modifier - but it does allow me to switch the damage type from the weapon's type to radiant damage, which might be useful in Barovia), and for the level 1 spell, I took Find Familiar, using the owl statblock for it. The familiar (which I've flavored to be a corvid) can use the feature Flyby to swoop in and out of an enemy's threaten radius without prompting opportunity attacks, letting it give me the help action to distract enemies and give me advantage.
The party all met at a tavern in the middle of nowhere (stated to be at least a day's ride from the nearest sign of civilization) on a cold, misty evening. The barkeep stepped out to go prepare food (kitchen was detached from the main tavern house) and never returned. By the time we noticed, the mists had gotten thicker, and we finally investigated when we heard a scream from outside. The mists swallowed up everything, and when we finally stumbled out of them, we were on a muddy road in the middle of a forest, and soon set upon by wolves.
Amusingly, Kim forgot that rolling a Nat-20 for an attack means you double the dice rolled for damage before adding the modifiers. We promptly told her to pump her paladin's Divine Smite into her attack as well (as it takes a bonus action) so that could get doubled too. Once she understood the explanation and realized she'd be rolling 6d8, she got excited about it.
Probably not as excited as we all got when I rolled two Nat-20s on an attack against one of the alpha wolves, for 2d8+2d6+3 damage.
After our fight with the wolves, we decided to head in the direction of some chimney smoke for a village, but it still took us camping in the middle of the night before we got there. And during that camp, we learned that because we were not in "a place of safety", we only got the benefits of a short rest, not a long rest. Mechanically, this means we had to spend hit dice to regain HP (long rests regain all HP) and we could not recover any spell slots or other features that recharge on a long rest. And what sleep our characters got was not great besides.
We eventually reached the village of Barovia, where the locals gave us all a wide berth, and the only person to speak with us was a kindly old woman called Ophelia, who sold meat pies which aided in getting a good night's sleep. Despite knowing who this woman likely was, I chose to have Trig buy a pie from her. Mort ended up buying the rest of her pies. Ophelia told us about how the realm of Barovia was a trap-- "no one ever leaves"-- and that it was ruled over by "The Devil Strahd von Zarovich."
We went to the local tavern, where we met some Vistani women who were much more welcoming, and whom Willow and Trig were happy to see. In Willow's case, this is when the rest of us learned that she'd grown up with the Vistani, that she'd even been adopted by one called Madam Eva, before she left to join the druids. Trig admitted that he met the Vistani when he was a kid, they helped get him to Waterdeep.
It was from the Vistani women that we learned the local burgomaster, Baron Ismark, had just passed away, and leadership was likely to go to his son, also named Ismark (mockingly called "Ismark the Lesser" by the Vistani). As it happened, the younger Ismark was in the room as they was happening, but he approached the party for help. He explained that his father's home had been attacked, nightly, by minions of the Devil Strahd, and the stress had finally given him a fatal heart attack. Ismark feared for his sister Ireena's safety, believing that the Devil sought to claim her, and wanted someone to escort her to safety at the next town in Vallaki. We agreed to stay at the baron's house for the night and escort her on the next day. Ireena, for her part, wasn't happy to be sent away, but relented and asked to see that their father was buried before she left.
Willow and Trig both set their familiars to keep an eye out in the night, her owl in her room, Trig's crow in the hallway. They both heard some movement, but the crow saw someone descending the stairs and woke up Trig, who burst out of his room with his sword drawn, and saw a tranced Ireena opening the front door. Trig called out to her, and then saw the figure on the other side of the doorway: Strahd von Zarovich himself. He was polite as he greeted Trig and asked if he could come in. Trig, of course, said, "No." Strahd made some comment on how he expected better from one of his loyal subjects, and when Trig said he wasn't one of his subjects, Strahd just chuckled and said, "Not yet." But he turned and disappeared into the mists and Ireena snapped out of her trance, briefly chastised Trig for his apparent disrespectful treatment of her, but he just said, "Your brother asked us to keep you safe." and didn't regret what he'd done.
The next day, we helped transport the late baron's body across the village to the church, where we met Father Donovich, a stressed-out priest whose son had recently been turned into a vampire spawn by Strahd, and was presently locked in the undercroft. Donovich didn't know what to do about his blood-starved son, as he didn't want to kill him. The party sympathized, but we just got to work digging a grave for the burial and last rites.
We got on the road, and apart from a brief bit of spookiness at a crossroad where there was an old gallows-- Potentia turned around as we left to see herself hanging from the noose-- we soon arrived at a Vistani camp at Tser Pool, where the Vistani welcomed us and soon introduced us to Madam Eva, or "Auntie" as Willow called her. Eva's friendly demeanor evaporated on seeing Willow, before rebuking her, "Do you know what your mother sacrificed to help get you out of Barovia?" It transpired that Willow had been born in Barovia. And-- what with nothing being allowed to leave Barovia, even the souls of the departed-- she had been born with a reincarnated soul. And not just any soul, but the soul of Tatyana, the woman that Strahd coveted most of all. Willow did not care, she believed that fate had led her back here, maybe even to put an end to Strahd.
Troubled, Madam Eva consulted the tarokka to see what guidance she could give about defeating Strahd. It was during this that I learned that Phil may be using an unofficial expansion of the module called Curse of Strahd Reloaded. Typically, Eva's tarokka reading provides clues as to where to find several plot macguffins, an ally against him, and where Strahd can be found within his castle. Based on my own meta knowledge, the reading told us that the Tome of Strahd (a book with info on his backstory) was in the werewolf den, the Holy Symbol of Ravenkind (amulet with potent magic) was at Yester Hill in the Gulthias tree, the Sunsword (powerful weapon to use against him) was in Argynvostholdt, the ally was likely Vasilka, the flesh golem bride made for Strahd by the Abbot of Saint Markovia. It was when the final card was turned, supposed to reveal Strahd's location in the castle, that Eva said his location was obscured and we would need to cleanse the fanes of the land to reclaim it from his evil. While I have not personally read the Reloaded expansion, I am familiar with some of its expanded content to know that the fanes are a key part of that.
We all stayed pretty true to our roleplaying throughout, with little bits of flavor sort of worked in. Mort the artificer is a little kooky, prone to muttering to himself, hitting people with a giant tome as a weapon, quick to dismiss magic in favor of science, and very keen to learn as much as he can about everything. Most of his questioning to some of the NPCs have amounted to "how old are you?" and similar things, which we latched onto as a running gag for bits at the table. Similarly, Oliver is afflicted with some kind of curse and has leaves and vines growing out of his body, usually hidden by his shirt. One of the first things he did when he met Willow, a druid, was to ask if she knew anything about it and opening his shirt to show it. When he did the same thing with one of the Vistani women in Barovia Village, we started joking about a "serial flasher" going around. Syed had good humor about it, but made sure to ask Kim-- who has stated her desire to draw portraits of all of our characters-- not to make him "opening his shirt" the portrait for him.
We all had a lot of fun and we're looking forward to continuing this campaign.


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