Session Ten: The Witch’s Mockery, the Drowned Girl, and the Screaming Vines
| filed under: D&D Campaigns, Fantasy RPG, Curse of Strahd, Gothic Horror, Adventure RecapsBarovia, in her usual cruelty, does not reward valor with comfort—only pain, humiliation, and the occasional mystical breadcrumb. Players: Sean D. (Sören Ironwood - Aasimar/Paladin), Chris (Radley - Human/Fighter), Carey (Traxidor - Half-Elf/Cleric)
The lands of Barovia are not merely cursed; they are curated by cruelty. In Session Ten, our party of battered, unbowed adventurers contended with cackling sky-witches, a haunted lake concealing a drowning child, and a vineyard overrun by blighted nature and druidic lunacy. The mists do not retreat; they coil tighter. Every mercy is bait. Every respite, a lie.
The Windmill Witching Hour
In the shattered shell of Old Bonegrinder, the adventurers had barely caught their breath when Bela and Ophelia—matronly bakers by trade, malevolent hags by nature—revealed their claws. With a guttural incantation and a bolt of searing lightning, Bela shattered the illusion of hospitality and lit up the mill’s innards like a thunderstorm in a chimney.
The trio responded with steel and fury—Sören’s righteous smites, Radley’s brute strength, Traxidor’s divine flame—but the hags merely laughed, their leathery skin shrugging off the blows like tavern gossip. Their claws were less forgiving, each rake drawing blood and doubt in equal measure.
And then, just as defeat loomed, the sisters dissolved—twisting into incorporeal motes that vanished into the rafters. Victory? Mercy? Or mockery? Outside, the adventurers beheld a haunting sight: the hags swirling joyfully in the air above the mill like autumn leaves on a grave wind, pelting the party with magic missiles and insults.
“Come again, come again!” they cried, as arcane darts smacked the fleeing heroes on their sore behinds.
Ghosts Beneath the Waves
Beaten but not broken, the trio turned toward the mist-veiled expanse of Lake Zarovich, giving Villaki’s looming walls a wide berth. There, they found a lone boat bobbing quietly offshore. In it sat a massive, motionless figure.
After commandeering a serviceable skiff, they rowed out—Sören taking the oars, Radley watching their six, Traxidor scanning the horizon with a cleric’s wary gaze.
The man in the boat ignored their hails until, with slow and eerie deliberation, he lifted a squirming sack and dropped it into the black water.
What followed was chaos: armor was flung, swords clattered, holy symbols kissed for luck. Traxidor dove first, slicing through the depths to retrieve the sinking bundle. Sören, ever the knight, leapt into the man’s boat and bound him—finding no resistance, only hollow-eyed silence.
Below, Traxidor found the sack snagged in weeds, motion stirring faintly inside. He ripped it open to reveal a half-drowned girl. He hauled her back to the surface, gasping, coughing, alive. Radley pulled them aboard. Arabelle lived.
The Vistani’s Rage, the Morninglord’s Blessing
The girl, furious and freezing, hurled stones and curses at her abductor, who trudged mutely behind them like a man carved from fog. Arabelle identified herself as the daughter of Luvash, leader of the nearby Vistani camp—and she demanded immediate restitution, dry clothes, and vengeance in that order.
At the camp’s edge, Vistani scouts shouted in recognition. Luvash ran, his face etched with fear, then relief. But joy turned to fury as the man who had kidnapped Arabelle was handed over. The Vistani set upon him with fists and fury. He didn’t flinch.
Arrigal and Luvash, deeply moved, led the heroes to a locked treasure wagon, guarded by a half-drunk sentry. Inside: riches, heirlooms, relics—and a medallion: a sun-shaped amulet with a ruby heart, radiant with the Morninglord’s power.
“The Tax Collector…” someone muttered. A card from Madam Eva’s fortune. A symbol of hope, hidden among corruption. A missing child, the key. The prophecy had spoken.
They took the medallion, offered polite gratitude—and were subtly shown the exit, as the Vistani turned back to deal with the prisoner, now out of sight behind the pavilion’s draped shadows.
Denied and Drenched
Driven from Villaki and mocked by witches, the party limped west along the Old Svalich Road, mist curling like fingers around their boots. The mists parted only to reveal forks in the road and looming branches of the Svalich Woods, where the trees whispered of unseen watchers.
A stone-walled settlement loomed ahead—Krezk, with timber gates and vigilant guards.
They were not welcome.
Baron Krezkov stood atop the ramparts like a man made from granite and suspicion. “We harbor no enemies of Strahd,” he called down. “And neither shall you.”
When asked for directions to the Wizards of Wine, he pointed back the way they came. “East. South at the first fork. You’ll know it when you smell it.”
The Vineyard of the Damned
The Wizard of Wines Winery lay in silence, its vineyards barren, the soil weeping from endless drizzle.
Under a copse of skeletal trees, a family waved. Davian Martikov, patriarch, introduced his clan—sons, daughter, grandchildren. “Druids,” he said. “Blights. They’ve taken the winery. Poisoned the land.”
As the party crossed the field, a murder of ravens took flight, circling the rooftop with raucous warning.
And then the earth shuddered.
Twig blights—scores of them—rose from the muck like the dead from shallow graves. The adventurers fled to the winery’s loading dock, slamming the door behind them as twig claws scraped and scratched outside.
Inside, they crept down a corridor to a fermentation chamber—four towering vats, a catwalk above, and a wild-eyed druidess atop a ladder.
She hissed and cast Moonbeam, a column of silver fire burning from the ceiling to the floor. More blights emerged—this time from within the cracked vats themselves.
Traxidor held the hallway with Spiritual Weapon, while Radley and Sören fought off the blights in waves, their steel slick with sap and blood.
Sören, seeking higher ground, dashed up a side ramp to the upper walkway—only to find the druid waiting for him.
The battle was far from over.
To be continued…
The Party: Bound by Blade, Faith, and Doom
Radley Fullthorn (Human Fighter - Eldritch Knight)
Steel before sorcery, Radley is a seasoned warrior who now walks the delicate line between martial might and arcane dabbling. His growing spellcasting hints at deeper power—or a dangerous temptation.
Sören Ironwood (Aasimar Paladin - Oath of Vengeance)
Divine wrath given form, Sören is no kindly knight. Sworn to avenge evil wherever it festers, he acts without mercy, wielding celestial judgment in a land long forsaken by the gods.
Traxidor (Half-Elf Cleric - Life Domain)
The party’s moral anchor, Traxidor offers healing, clarity, and unshaken faith. His god may feel distant in Barovia, but his light remains constant.
Frequently Asked Questions (FAQ)
Q: What is Curse of Strahd?
A gothic horror campaign for Dungeons & Dragons 5e, set in the haunted land of Barovia. The party is trapped within its misty borders, manipulated by the vampire lord Strahd von Zarovich.
Q: Who are the Vistani?
A nomadic people tied to Strahd through mysterious allegiances. Some Vistani assist him; others resist. Their colorful wagons often conceal secrets as deadly as the land itself.
Q: What are Hags in D&D?
Evil fey creatures who often disguise themselves as old women. Cunning, sadistic, and powerful, hags like Bela and Ophelia are nightmarish spellcasters.
Q: What are Twig Blights?
Plant-based monsters resembling twisted shrubs. Though individually weak, in numbers they become a deadly swarm.
Q: Why are Dungeons & Dragons classes so different?
Each class reflects a unique path: Fighters master weapons, Paladins wield divine power through oaths, Clerics channel gods, and Wizards bend reality through learned spellcraft.
Q: Can the adventurers leave Barovia?
Not without defeating or appeasing Strahd. The land is a prison wrapped in mist.
Glossary
Aasimar
A celestial-blooded race in D&D, often marked by an inner light, a higher calling, and radiant features. Sören Ironwood is one such being.
Paladin (Oath of Vengeance)
A divine warrior bound to a sacred promise to destroy evil at all costs. Less about redemption, more about retribution.
Eldritch Knight
A fighter who blends martial training with arcane magic, typically defensive or utility-based. Radley balances blade and spell.
Life Domain Cleric
A divine healer who excels at restoring health, shielding allies, and banishing undeath. Traxidor embodies this role.
Moonbeam
A radiant spell that calls down a column of lunar energy, searing enemies within its light—used here by the druidess.
Holy Symbol of Ravenkind / Morninglord
Sacred relics tied to Barovia’s forgotten faiths. These items may hold the key to resisting Strahd’s grasp.
Old Svalich Road
The central artery of Barovia, winding through dark woods and decaying towns, always draped in mist.
Baron Krezkov
Lord of Krezk, a wary ruler who values peace and keeps Strahd at bay—through complicity or cowardice?
Madam Eva
A seer and prophet, her tarokka deck guides adventurers toward artifacts and fates within Barovia.
Next time: will the wine flow again, or will the vines drink deep of blood?
Verbatim Log as Written and Edited by Sean Scanlon, Dungeon Master of the campaign:
Session Ten - April 19, 2025
Players: Sean D. (Sören Ironwood - Aasimar/Paladin), Chris (Radley - Human/Fighter), Carey (Traxidor - Half Elf/Cleric).
Bela and Ophelia reveal themselves to be hags after Bela casts Lightning Bolt at Sören and Traxidor. The party leaps to counter attack, but their blows fail to cause the sisters any significant harm. Whereas, the hag’s spells and raking claws cut savagely at the party. In mere moments the party is worn down, but surprisingly the hags turn incorporeal and dissolve from sight. During this unexpected reprieve the party assesses the encounter is a losing battle and runs from the mill. Outside the adventurers hear the sister’s gleeful cackling coming from above. They look backwards to see the hags tumbling in the air around the mill’s dome as though they were leaves blowing on the wind. As the party escapes the hags humiliate them further by casting magic missiles at them and striking their backsides and yelling, “come again, come again!”
After their defeat at the mill, the party explores lake Zarovich. They are careful to avoid approaching the walls of Villaki and arrive at the lake’s shoreline. A low fog hangs over the lake’s surface. Not too far from the shore a boat is floating with an idle figure sitting in it. The party finds several beached boats and commandeers the most worthy among them. They then pushes the boat in the water and clambers aboard as Sören rows the craft. As they approach the boat the party calls to the man sitting on the lake, but the figure does not respond or move. When the party rows closer to the stranger’s boat he finally takes notice of them. He appears to be a giant of a man, but otherwise he seems like a typical Barovian. Then the stranger abruptly hoists a sack from the boat’s bottom and tips it over the gunwale. The sack immediately sinks below the surface. Momentarily stunned, each of the party members immediately think to leap into the water. However, fearing their armor will drown them, they hastily begin casting off their gear, weapons and armor. It is Traxidor who unencumbered himself first and he dives into the water. Whereas Soren jumps to the stranger’s boat and then ties him up. Surprisingly, while being restrained the stranger offers no resistance. Sören then begins questioning him about this name and origins. But he remains silent and listless as though drugged. Meanwhile, Traxidore has swum down roughly twenty feet to the bottom of Lake Zarovich. Aided by his darkvision he is able to quickly locate the bundle thrown into the water. He can see something or someone is writhing within the sack but its frantic motions are becoming less vigorous. He snatches it open and finds a young girl trapped within. Pulling her free he drags her limp body to the surface. Bradley helps haul her into the boat where she begins to cough and gasp for air after nearly drowning. Tying a rope to stranger’s boat the party rows back to the shore.
By the time they land at the beach the girl confirms that her name is Arabelle, and she is the daughter of Luvash. The party begins marching to the nearby Vistani camp to reunite the girl with her family. She complains bitterly about being wet and cold, while also berating their silent prisoner with foul words. She must also be admonished continuously for throwing stones at him. Yet the man trudges on silently, as though he is in a stupor. The girl continues to complain and bicker whenever anyone tries to speak with her. When the party nears the vistani camp there is great excitement when the vistani realizes the party has found Arabelle. Being alerted by his kinfolk Luvash rushes from the pavilion after hearing that Arabelle has been found. The joy of the reunion is short lived, as the apparent kidnapper is handed over to the vistani. Several men begin striking him, but the large Barovian bears the assault with little more than a few grunts. He remains silent as he is led away for whatever fate the vistani have in store for him. Arrigal and Luvash then heap praises upon the party for their swift work finding and bringing Arabelle back alive. They are led to a vardo wagon at the opposite side of the camp. It is secured with several locks and guarded by a somewhat inebriated vistani. Arrigal opens the door revealing a hoard of treasure. He tells the adventurers they can take something from the wagon according to their own desires. The party looks through a collection of fine rugs, a wooden throne, cache of coins, jewels, and other items. The party suddenly recalls Madam Eva’s fortune reading after revealing The Tax Collector. “Corruption; honesty in an otherwise corrupt government or organization. This card tells of a powerful force for good and protection, a holy symbol of great hope. The Vistani have what you seek. A missing child holds the key to the treasure’s release.” They are then drawn to a medallion resembling the holy symbol of the Morning Lord. The amulet is in the shape of the sun with a red jewel at its center. Having chosen their reward Arrigal claps them on their backs and restates his thanks. Then he hastens the party to depart, signaling the vistani’s welcome apparently exhausted. As they leave Arrigal and Luvash turn towards the pavilion at the center of the camp, where their prisoner has been dragged off too.
The adventurers tarry on the road. Being driven from both the windmill and Villaki, they face west down the Old Svalish Road, and decide to seek out the Wizards of Wine. However, Traxidore also suggests they find the temple spoken of while looking towards Mount Baratok. Looking towards the great mist shrouded peak, the part leaves that journey for another day, and continues down the Old Slavish Road. There are several forks in the road, and the adventurers do their best to stay on the main road. The Svlaich Woods pressed in from either side of the road during the journey, and the road ahead was always obscured by mists beyond a hundred yards. An intermittent drizzle soaks everything drifts down from the occluded sky above. A typical Barovian day. After several hours they come to another branch in the road. To the north they see that the road leads to a fortified wall with a sturdy gate. The community’s edifice is the most robust defenses they have found in this land. Unlike Villa’s palisade wall, this one is made from stone and the doors from hard and heavy timber. Defensive towers guard either side and men at arms stand at posts atop the battlements. The party approaches and are commanded to halt by the sentries. Despite the party’s request they are denied entry. However, when they explain their circumstances they are told to wait. After a lengthy repast a commanding figure mounts the wall. He introduces himself as Baron Krozkov. However, he denies them entry, stating they do not harbor enemies of Strahd or his allies. When asked for directions to the Wizards of Wine, he tells the party to return to the Old Svalich Road and go east, then turn south at the first junction in the road.
When the adventurers find the vineyard they see the fields are barren and infertile. Beneath a copse of trees a group of people motion frantically to them. After the adventurers approach an older man tells them his name is Davian Martikov. He is with his family. He has two sons Adrian and Elvir, and a daughter Stefania. She is with her husband Dag Tomescu. Stefania and Dag have a teenage son named Claudius, and two younger boys named Martin and Viggo. She also has an infant girl named Yolanda. The party tells them they’ve come to discover why the deliveries have been delayed across all of Barovia. In response Davian informs the party that they have been forced out of the winery by evil druids, and they have summoned twisted and unnatural creatures from the ground. The druids have taken over the winery. However, when the party traverses the fields toward the winery a great conspiracy of ravens take to the sky from around the winery. Despite the drizzling rain they perch upon the roof and create a loud cacophony with their cawing. The party can see several entrances, but abruptly a hoard of small creatures composed of twigs and sticks emerge from the soaked and muddy fields. Scores or perhaps hundreds of the monsters shake the muddy earth from their forms and charge the party with a feral intensity. The adventurers flee towards the winery entering through the loading dock where an unhitched wagon waits. After entering they slam and latch the door closed. However, the twig creatures are soon heard to throw themselves against the door and be scampering around outside. The party follows the hall to a side door that leads to a long and high room with four enormous fermentation vats. A walkway rings the room from above. A woman in tattered clothing and animal hides looks down at them from atop a ladder placed against a vat. She hisses something indecipherable and more of the murderous twig blights scramble out of a wide crack in one of the fermenting vats. Traxidore attempts to fight his way into the large hall, but soon finds himself swarmed by the blights. Despite this, he is able to hold them off momentarily using his Spiritual Weapon spell. However, the woman retreats to the far side of the chamber to seek cover and cast Moonbeam on the party. Soren and Radley attempt to bottleneck the creatures in the doorway leading to the hallway, as they too fight off the twig blights. Soren eventually attempts to flank the druid by retreating up a ramp at the end of the hallway they had been fighting in. He gains entry to a walkway on the second floor that rings the fermenting vats. But upon entering he is confronted by the woman who had ascended to the walkway unseen.
End Session Ten