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The Haunted Path Through Barovia – Part II

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October 26, 2024-As dawn broke in Barovia, the streets lay shrouded in an eerie silence, the mist pressing close to the ground as if concealing unseen horrors.
The Haunted Path Through Barovia – Part II

Rose and Thorn

The adventurers had barely caught their breath from the previous day’s ordeals. Valen’eir, weakened from earlier encounters, struggled to his feet, seeking aid. Knocking on doors, he hoped for any sign of life, perhaps a healing potion or a kind word. But the residents of Barovia kept their doors barred, leaving him to the mercy of the fog.

Fortune, however, favors the desperate. Emerging from the mist was a towering figure – a half-orc blood hunter named Ares. The party’s initial reaction was guarded suspicion. After all, anyone willingly walking Barovia’s cursed streets might bring as much danger as salvation. Yet, Ares’s own story quickly connected her to their journey. She explained that she, too, had been summoned by a letter from the Burgomaster of Barovia, pleading for aid against a “deadly evil” threatening his beloved Ireena Kolyana. Her letter matched one they’d found on a corpse by the roadside, with slight differences that puzzled them, hinting at Barovia’s unsettling duplicity.

As they pondered the strange letter, a small, desperate voice shattered the morning calm. They turned to see two children: a young girl, Rosavalda (“Rose”), and her younger brother, Thornboldt (“Thorn”). The children clutched each other, fear etched into their faces as they pleaded for help, saying there was a “monster in the basement” of their family’s manor. Cast out by their parents to escape the lurking horror below, the children had sought help. Trusting the children’s innocence, the adventurers followed them to the manor but noticed something peculiar: neither child dared set foot inside.

The Durst Manor’s Secrets

Once inside, the party found themselves surrounded by unsettling elegance. The Durst family’s coat of arms – a longsword with a windmill-shaped pommel – was prominently displayed in the main hall, glinting ominously. Claiming it as a potential clue, Radley took the sword, noting its craftsmanship and the strange allure it held in his grip.

The rooms exuded eerie preservation. Tables were neatly set, and the pantry was stocked with fine provisions, as though the family had only recently departed. Yet, an unnatural stillness filled the air. In the main hall, a portrait of the Durst family caught their eye: the somber faces of Rose and Thorn, alongside two adults who could only be their parents. The father cradled an infant – a silent layer of mystery, perhaps an unmentioned tragedy.

The group moved to the library, where Skalt and Ares examined the shelves. As if in a trance, Ares meticulously removed and stacked each book, replicating a symmetrical pattern that evoked ghostly disturbances. Skalt found a hidden key in the desk drawer, a find that would later open doors to revelations – and horrors.

Unseen Dangers and Strahd’s Contempt

Venturing further, Valen’eir’s curiosity led him to the upper landing. Using his Mage Hand, he nudged open a door at the top of the stairs, only to be met by a possessed broom, striking him with relentless force. To make matters worse, an armored suit clanked to life nearby, shambling toward him with deadly purpose. The party rushed to his aid, dispatching both foes, though not before the armor’s gauntlet delivered a crushing blow to Ares, leaving her unconscious.

They carried Ares to the master bedroom to rest, but peace was elusive. As Radley opened a balcony door for fresh air, he found himself ensnared by the mist, which slithered around his throat, choking him with an iron grip. Only his companions’ swift intervention saved him from being dragged into the fog’s deathly embrace.

Returning to the library, they uncovered a secret door leading to a hidden chamber. Inside, they discovered a gruesome scene: a skeletal corpse slumped over a coffer, its chest riddled with darts from a trap. Among the contents, they found several scrolls of divine magic, leather-bound journals, and legal documents detailing the Durst family’s holdings. The final, chilling discovery was a letter, its words a mocking dismissal penned by none other than Strahd von Zarovich himself:

"My most pathetic servant,

I am not a messiah sent to you by the Dark Powers of this land. I have not come to lead you on a path to immortality. However many souls you have bled on your hidden altar, however many visitors you have tortured in your dungeon, know that you are not the ones who brought me to this beautiful land. You are but worms writhing in my earth.

You say that you are cursed, your fortunes spent. You abandoned love for madness, took solace in the bosom of another woman, and sired a stillborn son. Cursed by darkness? Of that I have no doubt. Save you from your wretchedness? I think not. I much prefer you as you are.

Your dread lord and master,

Strahd von Zarovich"

Strahd’s words dripped with contempt for the Durst family’s desperation, mocking their fruitless sacrifices and twisted devotion. It became clear that Strahd held Barovia and its people as little more than playthings, a grim realization that cast an even darker shadow over their journey.

Encounters with the Supernatural

After their rest, the party continued exploring. In another bedroom, Ares stumbled upon a nursery and an empty crib draped in a tattered blanket. As she lifted the bundle, a spectral woman materialized, shrieking with rage. The apparition attacked, lashing out with a cold fury. Valen’eir, in a desperate attempt to appease the spirit, returned the bundle to the crib, but the entity ignored his efforts, consumed by her own torment. The adventurers fought bravely, fending off the specter’s relentless strikes until she finally dissipated, leaving them shaken.

Their exploration led them to a narrow staircase spiraling up to the attic. Using the key they’d found in the library, they unlocked a door, revealing a small, somber bedroom. Two tiny skeletons lay side by side, a grim testament to the fate of Rose and Thorn, who had perished alone, abandoned by the parents they had once trusted. As the adventurers gazed upon the remains, the spectral forms of the children appeared, their eyes hollow and mournful.

The children revealed a truth that struck the party to their core: they had been locked in this room, left to die while their parents pursued dark rituals. They had never left the room since their deaths, making the pleas outside the manor all the more haunting. The adventurers realized they were not simply dealing with a haunted house; they were witnesses to a family’s tragic end, twisted by ambition and the false hope of appeasing Barovia’s dark lord.

End of Session 2 – Characters Advance to Level 2

The adventurers press on, their resolve hardening with each dark revelation. The cursed halls of the Durst Manor have shown them the cruelty woven into Barovia’s soul, yet they know their journey has only just begun. The shadows grow darker, the dangers closer, but their determination to unravel Barovia’s mysteries – and escape its grasp – burns brighter than ever.


FAQ: A Dark Adventure into the Cursed Lands of Barovia

Q1: Why is Barovia shrouded in mist?
Barovia’s ever-present mist is more than just atmospheric; it’s a physical manifestation of the vampire lord Strahd von Zarovich’s control. The mist prevents outsiders from leaving and serves as a reminder that all within are bound by his will.

Q2: Who is Strahd von Zarovich?
Strahd is the dark lord of Barovia, a powerful vampire who rules the land with cruelty and cunning. His tragic past and lust for power have turned him into a terrifying tyrant. His presence is a constant threat, even when unseen.

Q3: What are some unique features of each character?
Each adventurer has skills and abilities that reflect their background and class. For instance, Radley’s strength as a Fighter makes him a formidable front-line warrior, while Valen’eir’s spells grant him knowledge and magical versatility. Skalt’s Monk abilities give him swift and silent mobility, and Ares’s Blood Hunter path offers dark, supernatural powers.

Q4: What does the children’s plea symbolize?
The plight of Rose and Thorn represents the innocence trapped and abandoned in Barovia’s curse. Their tragic fate foreshadows the loss and desolation that haunt this land, hinting at the cruelty that pervades Strahd’s domain.

Q5: How do the adventurers navigate the fear and dread within the house?
While each adventurer has unique strengths, it is their teamwork that enables them to face these terrors. They constantly rely on each other’s skills, courage, and trust to confront the horrors lurking within the manor and Barovia.


Full Glossary

  • Arrigal: A Vistani messenger who brings letters to lure outsiders into Barovia under the orders of Strahd.
  • Ares: Half-orc Blood Hunter; a newcomer to Barovia, skilled in dark rituals and monster-hunting. Her letter from the Burgomaster invited her to save his daughter.
  • Barovia: The cursed land governed by Strahd, where dark magic traps both residents and unwitting adventurers.
  • Blood Hunter: A rare class of warriors dedicated to hunting monsters using dark magic at a cost to themselves.
  • Durst Family: A mysterious family in Barovia, whose mansion hides dark secrets, including the ghosts of Rose and Thorn.
  • Mage Hand: A wizard spell allowing casters to manipulate objects at a distance, often used to avoid traps.
  • Mist: The mystical fog that surrounds Barovia, trapping adventurers within and symbolizing Strahd’s control.
  • Paladin: A holy warrior bound to an oath, often defending the helpless and fighting against darkness.
  • Radley: A Human Fighter, relying on physical strength and tactical expertise to confront foes directly.
  • Rose and Thorn (Rosavalda and Thornboldt Durst): The ghostly children of the Durst family, forever trapped in the mansion by their parents.
  • Strahd von Zarovich: The vampire lord of Barovia, possessing immense power and a tragic past that fuels his dark reign.
  • Valen’eir: Elf Wizard who wields arcane knowledge and spells, often placing himself in danger in his quest for understanding.
  • Vistani: A group of travelers loyal to Strahd, who have the rare ability to come and go from Barovia freely.
  • Windmill: An estate included in the Durst family’s possessions, linked to unknown secrets likely tied to Strahd’s influence.

Character Backgrounds

  • Valen’eir: An Elf Wizard whose intellect and ambition led him to pursue mastery of the arcane. His curiosity, though invaluable, sometimes drives him into danger. A student of ancient magic, he feels a sense of responsibility to uncover Barovia’s mysteries, even if it costs him dearly.

  • Radley: A Human Fighter who grew up in a mercenary company, learning to rely on strength, courage, and loyalty. Radley’s sturdy resolve and deep-seated sense of justice push him to stand up against the horrors of Barovia, even when they challenge his understanding of the world.

  • Skalt: Elf Monk, a disciplined warrior and master of martial arts. Skalt seeks inner peace and enlightenment, balancing wisdom with agility. His philosophy of harmony is tested in the chaotic and terrifying environment of Barovia, where every step forward requires focus and resolve.

  • Ares: Half-orc Blood Hunter, a fierce warrior trained in dark arts and monster-hunting techniques. Ares’s mixed heritage has left her caught between worlds, forging a relentless determination to find her own path. Her introduction to Barovia through a mysterious letter hints at a destiny intertwined with Strahd’s own power.


Races and Classes

  • Elf (Valen’eir, Skalt): Known for their longevity, agility, and connection to nature and magic. Elves often seek balance, but the sinister forces in Barovia test even their disciplined spirits.

  • Human (Radley): Humans are adaptable and diverse, often marked by a strong will and determination. Radley embodies these qualities, using his physical prowess and tactical mind to protect his allies.

  • Half-Orc (Ares): Ares’s heritage grants her strength and resilience. Half-orcs often face prejudice, but Ares channels her fierce nature into a disciplined pursuit of justice through dark means.

  • Wizard (Valen’eir): Masters of arcane magic, wizards like Valen’eir study tirelessly to expand their spell repertoire, using magic for both offense and support. His curiosity is an asset but also his weakness in a place like Barovia.

  • Fighter (Radley): The Fighter class is grounded in physical combat. Fighters train in weaponry and tactics, thriving on the front lines of battle. Radley’s skill with a sword and shield makes him the team’s first defense against monstrous foes.

  • Monk (Skalt): Monks are warriors who channel inner energy into feats of agility and power. Skalt’s discipline and swift movements allow him to outmaneuver opponents and remain focused amid chaos.

  • Blood Hunter (Ares): Blood Hunters wield dangerous powers, often derived from curses or rituals, to hunt monsters. This path exacts a toll, requiring them to balance their inner darkness with the noble pursuit of protecting others.


Monsters and Foes

  • Animated Armor: Empty suits of armor given false life through magic, used as guards within Barovia’s haunted locations.

  • Strahd von Zarovich: The vampire lord and dark ruler of Barovia, with a tragic history that fuels his cruelty and desire for dominance over the land.

  • Specter: A restless spirit filled with malice, bound to the material world by unfinished business or a violent past. The specter that attacked Ares exemplified Barovia’s tendency to trap souls in perpetual suffering.

  • Possessed Broom: An innocuous object turned hostile by unseen forces, attacking without mercy. This broom seemed to be controlled by dark magic within the manor.


With each step forward, our adventurers uncover a new layer of Barovia’s haunting history, and they press on, grappling with the weight of their discoveries. Strahd’s presence looms over them, a reminder that in Barovia, escape may be an illusion – but hope, perhaps, is not entirely lost.