AL Season 4: CUrse of Strahd

Grave Situation
Session 3

[Note, Cleric’s Player Absent at table]

As our Hero’s explored deeper into the crypts under the house, more than vermin soon assaulted them. in an intersection of the tunnels a swarm of gouls rose from the dirt to assault the party, pinning the party in the hallways and paralyzing the barbarian. after fighting their way through the undead, the party’s druid faced danger in the form of a Mimic disguised as a door. the party then found themselves face to face with the Dursts. who had become frightful undead monsters, and brought the vile cult leaders low. within the chambers of the durst the group found several items, including alchemist’s fire, potions, and a cloak of protection. Nearby, the party found a room with a mysterious orb guarded by shadows… obtaining it, the party prepairs to decend to the lower level, of this dread place

The Cult's Echo
Session 2

Undetered by the animated armor, the party continue to explore the strange row house of the Durst Family. Soon however it is apparent that all is not well in the Durst Residence, as after an encounter with an animated broom, The Party encountered the vengeful spirit of a young woman, and discovered the crib of an unknown infant. Exploring upward into the houses attic the party discovered a padlocked door, and after an hour of going back over the layout of the house, Durant recalled the likely location of the missing key.

Within the locked room, the truth of the Durst house began to unfold, as the players discovered the skeletal remains of the Durst children, along with their ghosts. The children explained they had been trapped in the house for many years, and that they had been locked in their own room and forgotten by their parents, where they had starved to death.

The party allowed the spirits of the children to follow them, as they at last entered the hidden stairwell down into the depths below the house.

Below, the basement proved to infact be an expansive system of clay and earthen tunnels crypts, and odd rooms. Equidean and Percival laid the remains of the children to rest in their tombs, freeing their spirits.

as the party moved beyond the crypts to a eating hall, they were attacked by a worm like creature that attempted to attack the party from the shadows

Into the Mists
Enter Barovia

Camped for the night in a lightly wooded forest of oak and birch, Six adventurers set their watch for the night. Equidean, Durant, Percival, Hugo, Falmor, and Amelan spend the night in an ever encroaching fog and mist, but it is Equidean, who has last watch who is the first to realize that the forest has shifted; where once stood sparse oak and birch, now stands a choking wall of mist shrouded black pine, towering over them. To make matters worse, the party finds no tracks into or out of the camp – not even the ruts of the wagon wheels into the camp from the night before – and the Caravaneer is no where to be seen.

finding a road in the mist, the party moves out, the druid and cleric discovering that the mist, which follows them in a choking circle, is no mundane weather, as it withers the flowers spawned by Amelan’s druidcraft. despite the rising ill omen, the six find their way to a town of bleak houses with boarded windows and empty streets. Until they found the Durst Children.

Told their was a “monster” in the basement, the party began to meticulously investigate the Durst family Rowhouse, climbing story by story. Uncovering evidence of a Cult most foul, and an ominous letter from one “Count Strahd Von Zarovich” the party eventually made their way to the third floor, where they were greated by an animated suit of armor.


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