Session 10: Escape from the Castle

General Summary

Escaping the Castle

The Tell-Tale Heart

  • After a very brief breather, the party notices that the staircase they're in has a faint red glow emanating from the top of the staircase...
  • Garreak sends roach to scout and as he flies up the spiral staircase, a reddish light flares high overhead, then settles into a dull, pulsing red glow.
  • The spiral staircase circled up the tower’s full height. The tower, sixty feet wide at its base, became narrower as it climbs.
  • At the pinnacle of the hollow tower, a large crystal heart pulsated with red light. Above the heart, the stairs continued upward.
  • It appears the crystal red heart was floating on its own and was magical in nature, for some reason Roach didn't want to stay near it.
  • The party decides to file this info away for later...

Into the Catacombs

  • Escher and the party descend into the catacombs, the smell of stale water and decay is heavy in the air.
  • Murky, still water has flooded the ground and for most it was impossible to see without a light source.
  • Somewhere south, a voice is faintly calling for help.
  • Escher leads everyone through the corridor, taking care to avoid certain floor tiles...
It's a Trap!
  • The party gets through the traps without incident, except for Kerberos who throws Maisie to safety before he is teleported elsewhere.
  • He ends up in a cell with the skeletal remains of an adventurer with surprisingly intact loot.
  • Escher, Madame H and Everdeen all go to free Kerberos, as a voice calls out for them.
  • Escher grabs the key and frees Kerberos while the gals follow the voice...
  • It belongs to Emil Toranescu, who claims to be a prisoner of Strahd. He had stood up for the rights of "his people" and was thrown in the dungeon.
  • With some pressing it is uncovered that he is a werewolf, and his clan is having a power struggle.

Freedom!

  • As the party presses forward, they arrive in a flooded torture chamber with several bloated, water logged corpses littered around. These corpses then rise as zombies and attack.
  • You all fuck them up, Madame H even gets to destroy some!
  • Its also at this point Maisie's paralysis wears off.
  • Escher leads the party to a room where a stone brazier burned fiercely in the center of the room, but its tall white flame produced no heat.
  • The rim of the brazier was carved with seven cup-shaped indentations spaced evenly around the circumference. Within each indentation was a spherical stone, twice the diameter of a human eyeball and made of a colored crystal. No two stones were the same color.
  • There was the following inscription in common...
Cast a stone into the fire:   Violet leads to the mountain spire   Orange to the castle’s peak   Red if lore is what you seek   Green to where the coffins hide   Indigo to the master’s bride   Blue to ancient magic’s womb   Yellow to the master’s tomb
  • Escher informs everyone that Green will take them to Vallaki, while Indigo will take them to Krezk.
  • Since everything you guys want to do is in West Barovia...You choose Indigo!
  • The stone is cast into the flames and you, escape.

The Madness of the Abbey

A Familiar Face

  • The party finds themselves in the loft of the Abbey of Saint Markovia.
  • They see a squat creature that has two heads playing a viol; with a crustacean, clawlike appendage, it grasped the neck of the instrument while running a bow gently across its strings with its human hand.
  • Skeleton Archer recognizes this creature as Clovin Belview, one of the inhabitants inflicted with the Mongrelfolk Corruption.
  • Clovin seems friendly enough, saying everyone should meet The Abbot...he offers to lead the party to them.

Twisted Grace and Minds

  • The sounds of sheer madness, pain and depravity echo from the halls; leaving all with a growing pit of dread inside them.
  • The gang is bought to a humble hall where a tall, pale figure stands in all white vestiges. The Abbot's features are too perfect, its unsettling.
  • The Abbot welcomed you all graciously and introduces you all to his ward Vasilka.
  • Maisie and a few others quickly make the connection that this amalgamation of body parts is meant to resemble Tatyana Federovna, but is more a cheap (if not insulting) intimation of her.
  • Any attempts to talk to Vasilka are met with simplistic, childlike responses; its clear this is a creature with very limited agency and sentience.
  • The Abbot also seems pleasantly surprised to see Skeleton Archer back at the Abbey so soon, but the party is welcomed to shelter there for the night. There was a fresh couldron of turnip and...rabbit stew.
  • It is at this point the purpose of the Abbey is revealed, The Abbot believes himself to be a healer.
  • The residents of the Abbey came here for healing, and decided to remain; all are afflicted with an intense madness though. They spend their days doing tasks around the Abbey and are locked in dorm rooms during the night for their safety.
  • We also learn more about Skeleton Archer, his remains had been recovered from the uprising that took place a year prior (the same one that resulted in Doru becoming a spawn).
  • The Abbot had raised him from death in his current form, sensing that the soul bound to the remains was not at peace but still sought to do good.
  • It also comes out that experiments have been taking place here, well meaning but ultimately twisted with malevolent magic. Skeleton Archer was one such experiment, but had a different outcome.
  • Tensions rise as Kerberos becomes deeply troubled by these experiments, the Belview Family is summoned to speak on behalf of the other Mongrelfolks as their madness is less severe.
  • For many, this existence is better than death and they feel at peace.
  • Maisie reads the thoughts of one Mongrelfolk in the dorms; the swirling void of pure madness, despair and the faint hopes for death or bloodshed seems to affect her a lot.
  • Tensions reach a breaking point, as after repeatedly stating that he would put the patients out of their misery, Kerberos storms out the entrance of the Abbey.
  • Before the others follow him, The Abbot transforms revealing his true celestial nature; demanding they leave at once, and expressing deep disapointment at Skeleton Archer.
  • You all wisely decide to gtfo.
Session ended with the party and their new companions standing outside the front doors of the Abbey, in the snow.
Session ended at 3am 19/9/735; 19th of Sintavr, 735

Campaign
It's Always Sunny in Barovia
Protagonists

Skeleton Archer

Neutral Good Reborn (Outlander)
Barbarian 5
Fighter 3
82 / 82 HP
STR
13
DEX
20
CON
16
INT
11
WIS
16
CHA
13

Maisie

Chaotic Neutral Shadar-kai (Orphaned Noble)
Druid 5
43 / 43 HP
STR
14
DEX
17
CON
17
INT
14
WIS
20
CHA
12

Ireena Kolyana

Kerberos

Neutral Minotaur (Gladiator)
Fighter 5
34 / 34 HP
STR
19
DEX
10
CON
11
INT
6
WIS
8
CHA
7

Madame Hallelujah

Neutral Evil Variant Human (Charlatan)
Cleric 5
33 / 33 HP
STR
10
DEX
16
CON
12
INT
12
WIS
20
CHA
14
Report Date
14 Jun 2025
Primary Location
Castle Ravenloft
Secondary Location
Abbey of Saint Markovia

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