Session Nine: The Disappearance of Arabelle and the Fiendish Mill
| filed under: D&D Campaigns, Fantasy RPG, Curse of Strahd, Gothic Horror, Adventure RecapsThe Vistani Camp
The Vistani encampment was unusually quiet when Radley and Traxidor arrived. The absence of the usual revelry made the cracking sound of a whip and a man’s anguished cries even more pronounced. Inside a large pavilion, they witnessed a Vistani man—lithe, well-dressed, and cold in demeanor—lashing another who was tied to a wooden post. Nearby, a larger, unkempt man watched with a disapproving scowl.
“Enough, Arrigal,” the large man grunted.
The whip was thrown aside, its wielder—Arrigal—seething with frustration. The tied man, Alexei, bled from fresh wounds as he weakly retrieved his shirt. It was only then that Radley and Traxidor learned the cause of his punishment: Arabelle, Arrigal’s daughter, had gone missing under his watch.
The adventurers introduced themselves cautiously. At first, the Vistani seemed wary—perhaps even hostile—until they revealed their connection to Madam Eva. That changed everything. Luvash, the larger man, reluctantly offered them shelter, though Arrigal remained impassive.
Alexei, still recovering, provided them with food and drink before explaining the disappearance. He admitted that Arabelle was headstrong, difficult, and prone to wandering, but he had no idea where she had gone. He left them to tend to his wounds.
As the night deepened, Sören Ironwood, an Aasimar paladin clad in shining mail, arrived at the camp. He, too, had been swallowed by Barovia’s unnatural mist and had stumbled upon the Vistani during their search for the girl. Despite their natural distrust, they allowed him to stay—though whispers of Strahd’s connection to the Vistani made Traxidor uneasy.
As the adventurers prepared for rest, Traxidor noticed the sidelong glances of Vistani men, seemingly eavesdropping on their conversation. Even as Sören calmly absorbed the news of Barovia’s darkness, Traxidor reminded himself to remain cautious.
A Mysterious Ally
The next morning, Traxidor awoke to find a folded parchment tucked beneath his cloak, adorned with a single black feather bound with a ribbon. The message was brief but compelling:
"You have friends. We have returned your equipment."
It was signed simply: "Brotherhood of the Feather."
Following the letter’s final instruction, he tossed it into the fire but kept the ribbon and feather as a reminder. As he moved, he noticed bundles hidden beneath their vardo—the stolen gear had been returned. However, Valene’ir’s possessions were gone, and their money had vanished.
Not wanting to rouse suspicion, Traxidor quickly relocated their equipment near Kasimir Velikov’s cottage before the camp stirred awake.
Before leaving, the group reassured Arrigal and Luvash that they would search for Arabelle during their travels.
The Windmill of Dark Temptations
Choosing to avoid Vallaki’s dangers, the party journeyed toward a decrepit windmill they had previously spotted. The structure was wrong, its weathered frame standing defiantly against the sky, a stagnant aura of decay and something older clinging to it.
Inside, the overwhelming stench of rot nearly masked the alluring, sweet aroma of baking pastries. Radley salivated at the scent—a craving he could not explain, a hunger that lingered from the last time he had tasted one of the mysterious pies.
A voice from the stairwell startled them. A middle-aged woman, her face tired and hardened, scowled down at them.
“Who are you, and why in the nine hells are you crashing through my door?”
Bela, the mill’s matronly occupant, dismissed their questions about Arabelle’s disappearance with cold indifference. She insisted she and her sister, Ophelia, merely baked pastries for the village.
Yet when Radley mentioned he had eaten one of their dreamlike pies, her expression shifted from suspicion to amusement. But when he admitted he had no money, her mood soured once more—until she fixed her gaze on Sören’s polished armor and weapons.
She offered a trade.
Sören refused, growing increasingly wary of the woman’s demeanor. He demanded to search the premises, prompting an angry outburst.
The argument was interrupted when Ophelia peered down from the second floor. She berated Bela for neglecting the pies in the oven, and the sisters briefly quarreled. The adventurers took the opportunity to retreat outside, uncertain how to proceed.
The Unholy Circle
Continuing their journey, the party discovered a ring of menhir—massive standing stones forming a circle over 100 feet in diameter. Upon closer inspection, they noticed a lone, hunched figure tending to a small pot over a makeshift tripod.
When they approached, the creature—a gaunt figure with shadowy skin and glowing yellow eyes—hissed and launched itself into the sky, disappearing into the overcast.
Examining the foul-smelling stew, they found a pile of children’s teeth at the center of the ring. The stones radiated an overwhelming sense of unholiness.
Sören, determined to confront Bela, collected the teeth and led the party back to the windmill.
Revelation and Betrayal
Bela was exasperated at their return but remained composed—until Sören demanded answers about the ring of stones and the creature that had fled into the sky.
She dismissed their concerns, explaining that the site was a sacred place of worship for the followers of Mother Night—a forgotten deity of Barovia. Her words dripped with scorn as she mocked those who worshipped gods, calling them weak-minded fools.
It was then that Sören, with Divine Sense, realized the horrifying truth:
Bela was a fiend.
Yet she remained eerily unbothered by the revelation.
In a final act of provocation, Sören flicked one of the children’s teeth into the vat of dark liquid. Still, she did not react. But when he flicked another at her, she retaliated, launching a morsel of meat at his chest.
The room fell silent.
Then, with no warning, she unleashed a bolt of crackling lightning—striking Sören and Traxidor with raw, eldritch fury.
The battle had begun.
End of Session Nine.
The Adventurers: Champions of the Cursed Realm
Barovia is a land that tests the will of even the strongest, where every choice can lead to salvation or damnation. Among the unfortunate souls trapped within its mist-shrouded borders, three adventurers—Radley, Sören Ironwood, and Traxidor—stand against the encroaching darkness. Each brings their own strengths, burdens, and reasons for fighting, but together, they form a fragile hope in an otherwise hopeless land.
Radley Fullthorn (Chris) – Human Fighter / Eldritch Knight
Race: Human
Class: Fighter (Eldritch Knight)
Alignment: Neutral Good
Background: TBD
Radley is a warrior forged by steel and survival, relying on martial prowess and strategic cunning to carve a path through Barovia’s horrors. Unlike the devout or the mystical, Radley wields the tangible power of discipline, tactics, and raw determination. Yet, as an Eldritch Knight, he has begun to unlock arcane abilities, bridging the gap between blade and magic.
- Master of Combat: Radley’s skill with weapons makes him a lethal force on the battlefield, capable of withstanding attacks that would fell lesser warriors.
- Eldritch Training: Unlike standard fighters, Radley has tapped into arcane magic, supplementing his martial abilities with defensive and offensive spells.
- Survivor’s Grit: Though not burdened with divine duties or celestial purpose, Radley’s strength comes from sheer willpower, proving that magic and fate do not define all heroes.
Character Hooks & Themes:
- Does Radley embrace or fear his growing arcane powers?
- How does he reconcile being a mortal man facing supernatural forces beyond comprehension?
- Will he lead the charge into the unknown, or will the weight of Barovia’s horrors erode his resolve?
Sören Ironwood (Sean D.) – Aasimar Paladin / Oath of Vengeance
Race: Aasimar
Class: Paladin (Oath of Vengeance)
Alignment: Lawful Neutral
Background: TBD
Sören Ironwood is a celestial warrior, an avenger sworn to destroy darkness wherever it festers. Unlike the benevolent champions of old, he does not seek redemption—only retribution. His aasimar blood grants him an ethereal presence, but his divine power is honed into a weapon, wielded without mercy against the forces of evil.
- Celestial Heritage: Aasimars are touched by divine power, but Sören’s celestial ancestry is a burden as much as a blessing.
- Oath of Vengeance: Unlike other paladins, he fights not for justice, but for retribution, vowing to hunt down and destroy those who spread darkness.
- Divine Wrath: He channels holy energy through smites, inflicting devastating damage on undead and fiends. His abilities allow him to weaken enemies, frighten foes, and detect evil.
Character Hooks & Themes:
- Is Sören truly a champion of good, or has his thirst for vengeance consumed him?
- Does he still hear the call of his celestial origins, or has Barovia’s corruption severed that connection?
- What personal vendetta drives him to pursue evil so relentlessly?
Traxidor (Carey) – Half-Elf Cleric / Life Domain
Race: Half-Elf
Class: Cleric (Life Domain)
Alignment: Neutral Good
Background: TBD
Traxidor is a healer, a protector, and a guiding light in a world that has long since abandoned hope. As a Life Domain Cleric, his divine magic focuses on restoration, resilience, and protection. His half-elven nature grants him adaptability, but also a sense of never fully belonging to any one world.
- Keeper of the Faith: Traxidor wields divine power, calling upon his god to heal wounds and ward off evil. His faith, however, is tested in a land where gods feel absent.
- Spiritual Anchor: While Sören fights with righteous fury and Radley relies on steel, Traxidor offers wisdom, compassion, and guidance—though even he has his limits.
- Master Healer: He is the party’s primary source of healing and support, ensuring his allies can keep fighting. His presence alone could mean the difference between survival and death.
Character Hooks & Themes:
- How does Traxidor maintain his faith in a land where the gods seem silent?
- Does he see himself as a beacon of hope, or does he struggle with doubt?
- What personal beliefs shape his actions, and will they withstand Barovia’s trials?
Bound by Fate, Tested by Darkness
Each of these adventurers walks a different path, yet their fates are intertwined. In Barovia, strength alone will not be enough—faith will be tested, steel will be challenged, and the weight of the land will push them to their limits.
As the mists close in around them, only one question remains:
Will they endure, or will they become yet another tragedy in the chronicles of Barovia?
Verbatim Journal from Dungeon Master Sean Scanlon
Session Nine - March 15, 2025
Players: Sean D. (Sören Ironwood - Aasimar/Paladin), Chris (Radley - Human/Fighter), Carey (Traxidor - Half Elf/Cleric).The vistani camp is unusually vacant when Traxidor and Radley arrive. However, they hear the snap of a whip and cries of pain from a central pavilion. The adventurers enter a large pavilion to see a vistani man lashing another who has been tied to a pole. The man administering the lashes has a lithe physique, dark hair, and a well groomed appearance. Another larger vistani man is somewhat unkempt, and suggests to his companion that “Alexie has had enough.” In disgust, the smaller vistani throws down the whip. Traxidor and Radley introduce themselves to the vistani. At first they are alarmed by the appearance of the two strangers. Traxidor explains that they have been expelled from Villaki after arriving there from Madam Eva’s camp, and their possessions and money were taken. Arrigal seems pitiless as Traxidor explains their predicament, but Luvash offers them sanctuary after they mention they had come from Madam Eva’s camp. Acquiescing to Luvash, Arrigal commands Alexie to find them a place to rest. Bleeding from his ordeal, Alexei retrieves his shirt and staggers from the tent. In response to the adventurer’s questions, he tells them he was being punished for Arrigal’s daughter disappearance. The Arabelle had gone missing this morning, and it was his responsibility to safeguard her. He does not know where the girl went or how she disappearance. He does say she is a headstrong and bratty child. Alexei then gives Traxidor and Radley cups, bowls, and a pitcher of wine. He then motions to a pot with a simmering stew and suggests they serve themselves. Before leaving he tells them they can stay at this fire, and the adjoining vardo is at their disposal. He then leaves to attend to his wounds.
Not long after, some of the vistani return from their search. They report their efforts were unsuccessful and there is no sign of the girl. When other groups return empty handed Arrigal can be heard cursing and throwing objects around the pavilion. However, one group return with a stranger. This person is richly attired in shining mail comports himself with a regal bearing and proud continence. He announces to the vistani his name is Sören Ironwood. He tells them he found himself lost in a sudden fog that sprang up around him. He saw the torches from the vistani searching the woods and they brought him here. When questioned about whether he denies having any involvement in Arabelle’s disappearance. Despite being distrustful of this stranger, the vistani do not to provoke him, as he is very large, sturdily armored, and well armed. They offer their hospitality and allow him to join Traxidor and Radley. Sören takes the best seat at the adventurer’s fire and joins his new companions. Despite seeming aloof he is also genuinely eager to join the effort to find the girl. He immediately begins by looking around the area, and is initially frustrated by the lack of evidence or witnesses. As night continues to fall, the camp begins to become livelier as more vistani return. However, the mood remains subdued as Arrigal can intermittently be heard yelling about people’s incompetence, as no one had found any sign of his daughter. At their campfire, Radley explains how they too were trapped in Barovia after being enshrouded by a strange fog. He also tells Sören of the vampire lord of Barovia, how they had brought Ireena to Villaki, and that she was an object of Strahd’s obsession. Traxidor grows concerned about Sören and Radley’s indiscreet discussion, as he sees vistani eavesdropping and making sidelong glances towards them. He also remembers the Barovian’s warnings that the vistani are servants of Strahd. Despite this, Sören takes the news of his predicament remarkably well and soon the adventurers settle down for the night.
Day Nine
When Traxidor awakes in the morning, he finds a folded parchment that was placed beneath his head under his folded cloak. It is adorned by a single black feather tied with a ribbon. Opening it, the letter is short and says: “You have friends. We have returned your equipment.” It is signed mysteriously as, “Brotherhood of The Feather.” The letter closes by stating it should be destroyed after reading. Traxidor tosses the parchment into the fire but keeps the ribbon and feather. Under the nearby Vardo, where Radley and Sören are sleeping, Traxidore indeed sees two bundles. Not wanting to arouse the suspicion of the vistani by the mysterious return of their equipment, he quickly retrieves the bundles and runs down the hill. The low morning fog easily covers his movement and he hides the equipment near Kasimere’s cottage. Not long after the camp is rousing. Groups of men set off again on the search for Arabelle, but today the children and most of the women stay behind. As the adventurers also prepare to depart they tell Arrigal and Luvash they they will look for Arrigal’s daughter on their travels. They then depart the camp and go to where Traxidor hid their equipment. Radley notices that their money is gone, and none of Valen’eir’s possessions had been returned either. But they are grateful to have their equipment again and they don their armor, weapons, and other possessions. They decide to travel to the windmill they had seen before coming to Villlaki.
The party skirts around the town of Villaki to avoid altercations with guards, and they arrive at the windmill before mid-day. Radley casts light on his sword, and Sören boldly steps through the door. Within they sees a filthy kitchen that encompasses the entire bottom floor instead of milling apparatus. The room is filled by a fetid miasma that nearly masks the smell of baking pastries. Despite the foul stench from a barrel, Radley is overwhelmed by the odor of the pastries. He begins to salivate and is filled by a desire for another of the pies. The party calls out to announce their presence as Sören prepares to dip his trident in the noxious liquid. Then they hear the voice of a haggard woman reply. She descends a creaky curved stairs built into the mill’s wall. The party sees a homely middle-aged woman with gray streaked hair wearing a shabby patched dress. She shouts angrily, “Who are you and why are you crashing through my door!” Sören proclaims they have come looking for a missing girl. However, Bela retorts that there are no children here. She curtly explains they don’t care about children, and are in the business of baking pastries for the village. She then looks slyly towards the adventurers and inquires whether they want to buy some, and they are a gold piece each. Bela crosses the kitchen and removes a pan of pies from the oven. Radley states he had one of her pies yesterday. She brightens to the news of a repeat customer, but sours again when he says he has no money. However, she eyes the wealthy looking Sören and says she is willing to make a trade for anything valuable. Sören refuses her offer, and then states he wants to search their premises for children. Bela is flabbergasted by the presumption she would allow a gang of strangers, brandishing weapons, barging through her door, and then have the audacity to search her home! At that moment, Bela’s sister Ophelia looks down the stairs. She shouts to Bela asking whose there? Bela responds and says they’re passersby coming to buy pastry. Then the two women briefly quarrel as Ophelia tells Bela to check the pies so they don’t burn. Bela tells Ophelia not badger her because she knows how to bake pies.
At an impasse the adventurers step outside. They commiserate about not having any reasonable cause to search the windmill, but they believe something sinister is going on within. They contrive a plan to distract the women and gain access to the upper floors. Sören gives Radley a gold piece for a pastry and the party re-enters the mill. Ophelia is gone and Bela is climbing the stairs when the party returns. Radley brandishes his gold piece and says he wants a pie. Bela again brightens at the prospect of a sale. She takes one of the fresh pastries and wraps it in a stained and crusty handkerchief she withdraws from a pocket. She then matronly says she has wrapped it up nicely because it’s still too hot to eat. She hands the pie to Radley, and as she does Sören intones “Salagadoola, Menchicka boola, Bibbidi-bobbidi-boo“ and casts Thaumaturgy. The spell causes the pie to be thrown from Radley’s hand and flops onto the floor. When Radley retrieves his pie he sees it has burst open and now has unseemly hair and specks of dirt in it. Bela stares incredulously at both Radley and Soren. After an awkward silence the adventurers leave again, uncertain what they even hoped to achieve with the frivolous stunt.
The party departs intent on traveling back down the Old Svalich Road. But they soon see a ring of menhir they had observed on their way to Villaki with Ireena. This time they stop to investigate the stones. They are set in a ring of roughly a 100 foot diameter. The stones range from eight to twelve feet high. As they approach they notice a small lonely figure at the far edge of the ring. When they get near the ring’s center they call out to it. It seems to be huddled over a small pot suspended on a makeshift tripod. When it sees the adventurers it makes a feral hissing sound. The creature seems almost featureless as its skin is an inky darkness. However, yellow eyes look out from its long lanky hair. Sören uses his Divine Sense and discovers the creature is a fiend. Additionally the whole circle is unholy. It then leaps straight into the air. Incredibly it shoots ever upward and disappears into the perpetual overcast. Looking into the pot it appears to be a stew of worms with some wild tubers and crushed herbs. The party kicks the pot over and the contents spill onto the ground. Traxidor looks about and finds a pile of children’s teeth at the center of the circle. Sören collects them, determined to have Bela explain the stone ring and the stage creature. When the party reenters the mills Bela seems exasperated at their return. Before she speaks, Sören demands to know about the ring of stones. She tells them it is a place of worship for adherents of Mother Night, who were worshiped in these lands before the coming of Strahd. He then questions her about fiends gathering there, and whether she felt safe. Bela is indifferent about it, stating that she does engage in the ridiculous worship of gods. Eyeing Sören’s holy symbol of Tyr, she explains that she feels those who worship gods or weak fools who easily deceive themselves. Realizing he is being insulted, Sören confronts her with the teeth. Bela continues to seem unprovoked. She again espouses that she sells pastries, and if fiends want to buy them she’d consider it a growth market. Then Soren flicks one of the teeth into the noxious barrel of dark liquid. His action fails to immediately provoke Bela until he flicks another of the teeth at her. After it bouncing off her face she flicks a morsel of meat at him in retaliation. Sören then again uses his Divine Sense and to his surprise discovers she too is a fiend. However, Bela is prepared and casts Lighting Bolt striking both Sören and Traxidor.
End Session Nine
The History and Lore of Barovia, Strahd, and the Bonegrinder Hags
The Origins of Barovia
Barovia is an ancient, gothic horror realm trapped in perpetual twilight, nestled in the Domains of Dread. It is a cursed land shrouded in supernatural mists, ruled by an unseen, oppressive force that has bound it outside of time. The land itself is twisted, its people cursed to live in fear, and few outsiders ever leave once they enter.
The origins of Barovia stretch back to a once-thriving kingdom that slowly withered under dark influences. Ancient families ruled noble houses, but a great catastrophe befell the land, and its history became riddled with sorrow, betrayal, and supernatural corruption. The once-grand kingdom faded, trapped in an endless cycle of despair.
Strahd von Zarovich
Strahd von Zarovich is the first vampire, the eternal ruler of Barovia, and a figure of immense power. He was once a proud and noble warrior, but through tragic circumstances, he became something darker, his will imposing itself on the very fabric of the land. He is a master strategist, scholar, and warrior, with knowledge spanning centuries. He rules Barovia with a quiet, suffocating grip—rarely seen, yet his influence touches all things.
Legends whisper that his past is filled with war, loss, and an obsession that ultimately led to Barovia’s curse. Some claim he made a pact with something beyond mortal understanding, a deal that forever sealed the fate of the land and all who reside within it.
The Bonegrinder Windmill and the Hags
The windmill known as Old Bonegrinder is an ancient, decaying structure older than Vallaki itself. It was once a grain mill, but time has left it in ruins. Today, it is home to strange women who claim to be simple bakers, selling highly addictive pastries. However, there are many unsettling rumors surrounding the mill—stories of strange disappearances, eerie laughter at night, and a foul smell wafting from within.
These women are shrewd traders and manipulators, keenly aware of Barovia’s nature and their place in it. They do not fear outsiders but see them as opportunities. They have dealings with many factions, and few dare to challenge them outright.
The History of Dungeons & Dragons and Roleplaying Games
Origins of Roleplaying Games
The concept of roleplaying as a structured game can be traced back to early war games of the 19th and 20th centuries, particularly miniatures-based strategy games used by military officers. These evolved into tabletop war games in the 1960s, culminating in fantasy war campaigns that incorporated character progression and storytelling.
The Birth of Dungeons & Dragons
In 1974, Gary Gygax and Dave Arneson released Dungeons & Dragons (D&D), a game that introduced improvisational storytelling, character-driven narratives, and a Dungeon Master (DM) to serve as the storyteller. It was inspired by war games but added personalized characters, progression, and fantasy elements inspired by mythology and literature.
The game exploded in popularity, defining the roleplaying game (RPG) genre. Over the decades, it has seen multiple editions, each refining mechanics and lore.
- 1st Edition (1974) – The foundation of RPGs as we know them.
- Advanced Dungeons & Dragons (1977-1989) – Expanded mechanics and depth.
- 2nd Edition (1989-2000) – More streamlined and story-driven.
- 3rd & 3.5 Edition (2000-2008) – Introduced modern mechanics and rules.
- 4th Edition (2008-2014) – More tactical and structured, polarizing among fans.
- 5th Edition (2014-Present) – Focused on accessibility, storytelling, and balance.
D&D has influenced video games, movies, books, and pop culture, becoming the gold standard for tabletop RPGs.
The Races, Classes, and Spells of D&D
Playable Races
Each race in D&D has distinct cultural, physical, and magical traits. The main ones include:
- Humans – Versatile and adaptable, found in all walks of life.
- Elves – Long-lived, graceful, and attuned to magic and nature.
- Dwarves – Hardy warriors and master craftsmen.
- Halflings – Small, nimble, and lucky.
- Gnomes – Inventive and often eccentric.
- Dragonborn – Powerful beings with draconic ancestry.
- Tieflings – Cursed by infernal bloodlines.
- Half-Orcs – Strong and resilient, often misunderstood.
- Half-Elves – Diplomatic hybrids of human and elf lineage.
- Aasimar – Touched by celestial forces.
Classes
Classes define a character’s skills, abilities, and role in an adventuring party:
- Fighter – Master of weapons and physical combat.
- Wizard – Arcane scholar wielding powerful spells.
- Cleric – Divine spellcaster devoted to a god.
- Rogue – Stealthy, cunning, and skilled in trickery.
- Paladin – A holy warrior with divine magic.
- Ranger – A wilderness expert skilled in archery and tracking.
- Warlock – A caster who draws power from pacts with powerful entities.
- Bard – A jack-of-all-trades musician and magic user.
- Sorcerer – Born with innate magical power.
- Druid – A master of nature and shapeshifting.
- Barbarian – A primal warrior fueled by rage.
- Monk – A disciplined martial artist.
Magic and Spells
Magic in D&D is divided into arcane (wizards, sorcerers, warlocks) and divine (clerics, druids, paladins). Each spell has a school of magic, such as:
- Evocation (fireball, lightning bolt) – Raw energy attacks.
- Necromancy (animate dead) – Control over life and death.
- Enchantment (charm person) – Manipulation of minds.
- Illusion (invisibility) – Deception and trickery.
Full FAQ, Explanation, and Glossary
FAQ
Q: How does Barovia’s curse work?
A: Barovia is bound in a cycle of tragedy and darkness, affected by forces beyond mortal control.
Q: Who are the Vistani?
A: They are a nomadic people with deep knowledge of Barovia and its supernatural forces.
Q: What makes the windmill significant?
A: It is a relic of an older time, but its current inhabitants have sinister dealings.
Q: Why is Strahd feared?
A: He is more than a ruler—he is the land itself. His will shapes reality in Barovia.
Remedial Glossary
- Domains of Dread – Pocket dimensions ruled by dark forces, of which Barovia is one.
- Dark Powers – Unknown beings that manipulate fate in the Domains of Dread.
- Mist – A supernatural force that traps those within Barovia.
- Dream Pastries – Addictive baked goods that cause strange visions and cravings.
- Vistani – A wandering people, some of whom have insight into Strahd’s domain.
- Bonegrinder – The eerie windmill associated with strange disappearances.
- Holy Symbol of Ravenkind – A powerful artifact against undead forces.