You tried to kill Strahd and you failed. Now he has broken his prison and is free. Chase him across the Shadowfell, where the adventure might lead us into Gloomwrought, Sigil into the Hells or the Far Realms. We will venture beyond the Curse of Strahd and together we will find out if you can prevent the curse from becoming a plague.
Expect a player-driven fast paced chase through the planes.
How Will Character Creation Happen?
Characters will be 10th level, made before the game and we will link the party together during our Session Zero in which we will outline what happened during our fictional run through Curse of Strahd.
Pre-gens will be available.
What Will the Players Need?
Web-cam and mic are necessary. A good understanding of D&D rules and mythology is preferred. Players can roll dice online or use their own dice at home.
A burning desire to destroy Strahd is needed.
What Will I Bring?
I will bring a map of the Shadowfell, factions for Gloomwrought and Sigil and a vision of Strahd as a driven villain with his own nefarious goals.
I have seen it in a thousand reddit posts on DM’s Academy. “The bridge spanning the chasm is broken but one of the players has wings. What do I do so the flying player can’t be cool for a moment?”
Toss aside your plan and let the player with wings be cool.
The werewolves and their wolves were sprinting after the distant camp where a pair of Drow, a pterodactyl and Damius, a young Vistani Mist-Walker guide awaited.
Bugwump and Jusko jumped on their Chultan guide’s pterodactyl to get there first. Helewynn ordered her Dire Wolf pack to allow her friends to ride them (Persuasion 18) to the camp.
Lots of talking and chatter during the trip. The table was in a chipper mood tonight; it was nice.
Helewynn’s player, B, is new to D&D; this is their first game. B always comes up with amazing plans and thinks outside the box in combat. Helewynn rarely ever just hits someone without a cool description or a strategic move that changes the course of the battle. It is amazing.
B had discussed trying to get Bugwump to use fire magic to melt down Helewynn’s silver chainmail to coat their werewolf’s claws in silver. There was no time but it is an awesome idea. Never stop thinking outside the box, B.
Jusko asks to be dropped right in the hedge-gap, where the pack will have enter the camp. Bugwump casts Haste upon him, “As no wizard has ever done before; I cast Haste on the fighter.”
The pack Alpha, Kiril Stoyanovich, the one Helewynn’s Wolf Spirit told her she would likely die if she attempted to defeat in battle for pack supremacy, reached Jusko first. Jusko tapped his helm visor down with the pommel of his vorpal sword and got his shield ready.
And so ended Kiril Stoyanovich, Barovian Pack’s Alpha, who believed Mother Night had blessed and ordained Strahd with all of the Night’s Power.
I rolled a Wisdom Save for the rest of the pack. What did I roll?
You can guess. Hell, you already know.
The remaining werewolves ran; Jusko kicked their late alpha’s head at them and slashed at one in a burst of arcane speed.
The borders are closed. They can’t mist-walk their way out. They consider getting to a border and seeing if Kuru’s magic-cutting knife can cut through. Damius, the other Mist-Walker, asks if the knife is a mighty artifact; it is not.
Helewynn talked to the Sunsword, who appeared as Strahd’s brother, Sergei von Zarovich. The sword suggested luring Strahd outside the castle with his beloved or the Book of Strahd, either one would inspire a wrathful pursuit.
“If you plan to run into the Mists, leave me here for a warrior who will confront the Devil Strahd, so I can do what I was made to do…” The sword also said that Jusko’s vorpal blade had killed more people than 100 Strahd’s…
The group debates inside Bugwump’s Leomund’s Tiny Hut. Rahadin approaches with an invitation from Strahd. Jusko tries to get her to lash out but she does not.
Lots of jokes about Strahd’s proofreader being out of town or dead or the Olde Barovian spelling of boundary. I joined in. It was funny as hell.
They are not taking Strahd up on his invitation.
The other Outlands Expedition Team has been dubbed, The B Team. Their Ranger, Aldjo, married a woman he met in the village of Barovia. The debate was whether or not to go get her or head northwest and find the Prophet (the re-named Abbot if you are following at home). Adjo insisted that they go northwest and Jusko realized the ranger thought she was already dead.
The game ended with Jusko and Aldjo jumping on a Jusko’s pterodactyl, lovingly named, Stupid Dragon, and heading for Barovia while Kuru followed along yelling, “BUT YOU’LL NEED STEALTH AND I’M THE STEALTHY ONE!”
Hence the title of our next game…
Next Session: Into the Devil’s Lair
Two players will be out of town so three players will be playing NPC’s as Jusko heads into the shadow of the Castle Ravenloft…
“But Judd,” you say, “this is a horror game and everyone was laughing…isn’t that a problem?”
No, not at all. We don’t play characters with punny names and goof around all night but laughter is part of the game. I would even argue that laughter is a natural result of tension and this game has been dark for weeks. Not saying that we’ve never laughed in past weeks but this session felt like a release valve. If you want to hear more about pterodactyls in Ravenloft, I talk about it on my podcast, Daydreaming about Dragons.