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Session Six: The Tragic Fight Beneath the Church and the Ghostly March of Barovia

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In this harrowing continuation of their journey through Barovia, Valen’eir, Radley, Traxidor, and their companions delve deeper into the darkness of this cursed land. Session Six is a tale of tragedy, resilience, and the ever-present shadow of Strahd von Zarovich.
Session Six: The Tragic Fight Beneath the Church and the Ghostly March of Barovia

Doru Attack from the Rafters

A Father’s Plea and a Vampire Spawn’s Threat

The session begins in the Church of the Morninglord, where Father Donavich kneels in anguish, praying for his son, Doru, who has been turned into a vampire spawn. Despite Donavich’s desperate pleas for mercy, Ismark insists that Doru is no longer the boy he once was but a creature of pure evil.

As Doru mocks them from beneath a chained trapdoor, his inhuman hunger palpable, the adventurers realize they must act. Valen’eir searches the church, finding little more than a holy symbol in Donavich’s bedchamber. Empowered by new magical abilities, Radley casts Light on his sword to illuminate the dark path below. The group descends into the church’s undercroft, knowing the battle ahead will be a brutal test of their resolve.

The Battle in the Undercroft

In the dim, oppressive undercroft, the adventurers fan out in search of Doru. The vampire spawn strikes from the shadows, using supernatural speed to attack Valen’eir. His fangs pierce the elf’s throat, draining both blood and vitality.

The party rallies to defend their wizard, but Doru’s resilience proves formidable. He evades strikes with uncanny agility, and when injured, his wounds begin to close almost immediately. Traxidor and Ismark are both viciously bitten, their strength faltering. Radley and Valen’eir, keeping their distance, unleash ranged spells—Fire Bolt, Magic Missile, and Witch Bolt—to wear down their foe.

After a prolonged struggle, the gravely wounded Doru retreats, using his spider-like climbing abilities to escape through the church above. The adventurers pursue, only to find him perched on the roof, hurling masonry down upon them.

Curse of Strahd players fight Doru in the Church Basement


The Final Confrontation

The battle spills outside as the party splits to surround the church. Doru ambushes Ismark and Valen’eir, his wounds partially healed. The young Burgomaster, bloodied and weary, fights with diminished strength. Radley and Traxidor rejoin the fray, and after a pitched melee, Valen’eir delivers the final blow with a precise Magic Missile.

The vanquishing of the vampire Doru in Curse of Strahd

As Doru collapses, Traxidor moves to aid the fallen Radley while Valen’eir decapitates the vampire spawn. Seeing his son’s head severed, Father Donavich collapses in grief, cradled by Ireena, who tries to console him.

Burial and Ghostly Revelations

Despite their exhaustion, the adventurers solemnly undertake the burial of both Doru and Kolyan Indirovich, Ismark and Ireena’s father. Traxidor presides over the ceremony, filling the role of the priest while Donavich is too stricken with grief.

That evening, the group barricades the church for safety. As they rest, a green spectral glow outside catches their attention. Against Ismark’s warning not to look, the adventurers peer through the windows. They witness a procession of hundreds of ghostly figures—fallen adventurers and mercenaries—marching from the graveyard toward Castle Ravenloft.

Among the apparitions is the unmistakable figure of their former companion, Skalt, slain in an earlier encounter. His expressionless visage briefly faces them before rejoining the ghostly march. Ismark explains:

  • “These are the vanquished foes of Strahd. They rise each night to tread the path to his castle, a grim reminder of his unrelenting power.”
The church in Curse of Strahd is called Saint Andral's Church. It is featured in the gothic horror adventure game where players explore the realm of Barovia.

Session Six Journal

Below is the cleaned-up transcript of the DM’s notes for Session Six, presented as a journal for those who wish to experience the events in greater detail.

Session Six - January 25, 2025
Players: Sean D. (Valen’eir - Elf/Wizard), Chris (Radley - Human/Fighter), Carey (Traxidor - Half-Elf/Cleric)

Ismark beseeches the adventurers not to leave Donavich alone with his son. He argues that Doru is no longer the boy who went to overthrow Strahd a year ago but is now a creature of darkness. Leaving him alive would endanger the village. Doru’s cruel voice echoes from below, demanding blood. Donavich pleads with the adventurers to spare his son, but Ismark insists that they “know what must be done.”

Valen’eir searches the church, finding an office, two bedrooms, and a ruined chamber. Beneath a chained trapdoor, Doru taunts the party, daring them to face him. Radley casts Light and descends into the undercroft with the others.

The undercroft is dim and foul-smelling. Doru attacks Valen’eir from the shadows, draining his blood and life force. The party discovers Doru’s uncanny speed and regeneration make him a formidable opponent. Traxidor is bitten and severely wounded, while Ismark falters under Doru’s relentless assault. Radley uses Fire Bolt and Magic Missile to keep his distance, while Valen’eir supports from afar.

When Doru retreats to the church above, the adventurers pursue. They find him on the roof, hurling masonry down on them. In the final battle, Valen’eir deals the killing blow with a Magic Missile. Doru collapses, and Valen’eir severs his head, ending the vampire spawn’s threat.

Despite Donavich’s despair, the adventurers bury both Doru and Kolyan Indirovich in the graveyard. As night falls, they witness a ghostly procession of fallen adventurers, including their former companion, Skalt. Ismark reveals the grim truth: these spirits are bound to walk to Castle Ravenloft each night, eternal victims of Strahd’s tyranny.

Curse of Strahd Castle and Green Souls!

Conclusion

Session Six serves as a stark reminder of the perilous reality of Barovia. The adventurers confront not just physical dangers but also the emotional and moral challenges of a land under Strahd's shadow. Resting in the desecrated church, the looming presence of Castle Ravenloft reminds them of the trials that lie ahead. Session Six encapsulates the gothic horror and moral complexity of The Curse of Strahd. From the tragic battle with Doru to the ghostly procession, the adventurers are reminded of the high stakes of their journey. The interplay of light and darkness—both literal and metaphorical—shapes every encounter in Barovia.

With new challenges on the horizon, Session Seven promises to delve even deeper into the mysteries and dangers of this iconic campaign. Stay tuned for Session Seven as the adventurers delve deeper into Barovia, facing new challenges and uncovering more of its grim secrets.

Barovia: A Domain of Darkness

Barovia is a place of mystery and despair, shrouded in an eternal fog that traps its inhabitants. In Session Six, Valen’eir, Radley, and Traxidor confront the horrors of this cursed land, battling monstrous foes while wrestling with their own survival and morality. The events of this session highlight the bravery needed to stand against the relentless darkness of Barovia.

The Curse of Strahd: Context Without Spoilers

Barovia is more than a land—it is a realm of fear, overseen by Count Strahd von Zarovich, who is as much a part of its landscape as its forests and mountains. His influence touches every corner of the domain, and the ever-present fog serves as a barrier, both physical and psychological, for those trapped within.

The Curse of Strahd campaign is renowned for its gothic horror and narrative depth. Players are not just challenged by the enemies they face but also by the moral dilemmas woven into the story. At its heart is Strahd, a villain whose tragic past and terrifying power make him one of D&D’s most iconic adversaries.


Key Characters

Valen’eir (Elf/Wizard)

  • Role: The tactical spellcaster of the group
  • Strengths: Precision in ranged combat with spells like Magic Missile and Witch Bolt
  • Challenges: Vulnerable in close combat and emotionally worn by Barovia’s horrors

Radley (Human/Fighter)

  • Role: The stalwart front-line defender
  • Strengths: Blends melee prowess with newfound arcane abilities, such as Fire Bolt
  • Challenges: Grappling with Barovia’s unrelenting despair

Traxidor (Half-Elf/Cleric)

  • Role: The moral compass and healer of the group
  • Strengths: Divine healing and anti-undead powers, such as Turn Undead
  • Challenges: Maintaining his faith in a land bereft of light

Barovia’s Grim Setting

  • The Village of Barovia: A desolate settlement filled with fear-stricken inhabitants, living under Strahd’s rule.
  • The Church of the Morninglord: Once a beacon of hope, it now stands desecrated, its priest broken and its walls scarred by Strahd’s assaults.
  • Castle Ravenloft: Perched high above, the castle looms as a symbol of Strahd’s dominance, its shadow a constant reminder of his influence.

Session Six Highlights

  • The Fight Against Doru: The party faces the tragic vampire spawn of Donavich, whose supernatural speed and regeneration make him a formidable foe.
  • Graveyard Revelations: The haunting sight of a ghostly procession, including their fallen comrade Skalt, underscores the cost of defying Barovia’s ruler.
  • Moral Dilemmas: Deciding Doru’s fate tests the party’s resolve, forcing them to confront the blurred line between mercy and necessity.

FAQ

1. What is the main objective of The Curse of Strahd campaign?

The overarching goal is to break Strahd’s curse and free Barovia from his tyrannical rule. Along the way, adventurers uncover Barovia’s dark secrets, form alliances, and make difficult moral choices.

2. Who is Strahd von Zarovich?

Strahd is the vampire lord and ruler of Barovia. Both a tragic figure and a terrifying villain, he embodies the gothic horror theme of the campaign. Strahd’s influence is inescapable, and his presence is felt throughout the land.

3. What makes Barovia unique as a setting?

Barovia is a closed domain shrouded in supernatural fog, where its inhabitants live in fear under Strahd’s oppressive rule. The land’s gothic aesthetic, moral complexity, and constant danger make it one of D&D’s most iconic settings.

4. What are vampire spawn, and how are they different from vampires?

Vampire spawn are undead creatures created by a vampire. While they possess some of the powers of their master—such as regeneration and supernatural speed—they are subservient and lack the autonomy of true vampires.

5. Why is the Church of the Morninglord important?

The church was once a place of hope and faith, serving as a sanctuary for Barovia’s residents. Now desecrated and defiled, it stands as a symbol of the waning power of light in the face of Barovia’s darkness.

6. Can adventurers leave Barovia?

For most, escape is impossible. The supernatural mists trap all who enter, creating a sense of claustrophobia and inescapable dread. Only the Vistani, a nomadic people, can pass through the mists freely.

7. What is the significance of the ghostly procession?

The procession of spectral forms from the graveyard to Castle Ravenloft is a haunting reminder of the countless adventurers who have tried—and failed—to defeat Strahd. It serves as a warning of the dangers that lie ahead.

Barovian Glossary

  • The Morninglord: A deity symbolizing hope, worshipped by Barovia’s faithful despite his perceived absence.
  • Castle Ravenloft: Strahd’s fortress and a constant presence over Barovia.
  • Burgomaster: The village leader tasked with protecting their people from Barovia’s horrors.
  • Barovia: A cursed land trapped in a demiplane of dread, ruled by Strahd von Zarovich. The people live in constant fear under his oppressive reign.
  • Castle Ravenloft: The fortress and home of Strahd, perched atop a jagged cliff overlooking Barovia. It is both a literal and symbolic representation of his power.
  • The Morninglord: A deity worshipped by Barovia’s faithful as a symbol of hope and light, though his presence feels faint in this cursed land.
  • Vampire Spawn: Undead minions created by vampires, possessing some of their master’s powers but bound in servitude.
  • Undercroft: A crypt or cellar beneath the church, often used for burial. In this campaign, it serves as a harrowing battleground.
  • Burgomaster: The elected leader of a village or town. In Barovia, this role often comes with the impossible burden of protecting the people from Strahd’s influence.
  • Doru: The tragic son of Donavich, transformed into a vampire spawn after attempting to overthrow Strahd. His story is a poignant example of Barovia’s despair.
  • The Vistani: A nomadic people with the unique ability to move freely through Barovia’s mists. Their allegiances are complex and enigmatic, adding layers to the campaign’s mystery.
  • Spectral Procession: The nightly march of ghostly forms, including fallen adventurers, from Barovia’s graveyard to Castle Ravenloft. It symbolizes the futility of defying Strahd.
  • Fog/Mists of Barovia: Supernatural fog that traps inhabitants within Barovia, heightening the claustrophobia and hopelessness of the setting.
  • Rakia: A strong liquor served by the Vistani, used in their rituals and storytelling, as seen in earlier sessions.
  • Life Domain Cleric: Traxidor’s class, focused on healing and supporting allies through divine magic and resisting undead foes.
  • Eldritch Knight: Radley’s subclass, blending martial prowess with arcane spells for versatile combat capabilities.
  • Evocation Wizard: Valen’eir’s specialization, mastering spells designed for high-impact damage and crowd control.

Discovered This 'AI Overview' When I Searched Google for "Radley Barovia"

Radley is a human fighter character in a Dungeons & Dragons campaign set in the cursed land of Barovia. He is a skilled swordsman and shield user who protects his allies with his physical strength and tactical mind.

Role in the Campaign

  • Frontline Tank: Radley's high armor class and resilience make him a good frontline tank.
  • First Defense: Radley's sword and shield skills make him the team's first line of defense against monstrous foes.
  • Rash Decisions: Radley's tendency to act rashly has put the group in danger.

Campaign Details

  • The campaign is set in the Forgotten Realms.
  • The campaign begins in Daggerford, a city on the Sword Coast of Faerûn.
  • The campaign involves wolves, strange curses, and dark forces.
  • The campaign's other characters include:
    • Valen'eir the Elf Wizard
    • Traxidor the Half-Elf Cleric
    • Skalt the Elf Monk

Barovia

  • Barovia is a cursed land ruled by Strahd von Zarovich, a powerful ancient vampire and master necromancer.
  • Barovia is filled with horrors and mysteries, including phantoms, monstrosities, and the shadowy machinations of Count Strahd.