Curse of Strahd - Episode 48 - Onward to Argynvostholt.
With the Abbey behind them, and the toll it took on each and every one of them, the adventurers head back to Krezk to rest before making their way towards their next destination: Argynvostholt.
With the Abbey behind them, and the toll it took on each and every one of them, the adventurers head back to Krezk to rest before making their way towards their next destination: Argynvostholt.
Clovin's musical talent brings the tone to a calm before they're introduced to the Abbot and his creation downstairs. Seated around a table, the adventurers learn all there is to know in regards to the Abbey and its history, and that knowledge comes with a cost.
With the Flesh Golem destroyed, the adventurers go room-to-room checking out the destruction Baron's Sickening Radiance left behind. The search for the Abbot continues but the only thing they find is more trouble.
The Abbey continues to throw uncertainty at the adventurers, and an investigation quickly turns into battle with a creature stitched together with human appendages.
Sergei and Ireena's meeting comes to an abrupt end, and the adventurers make their way up to the Abbey. The tone shifts even further into darkness as the come face-to-face with some of the inhabitants and guards of the Abbey.
The adventurers learn a lot about Dmitri's "cursed" past and are shown the desecrated graves of his children. Who would do such a thing, and who's that knocking at the door?
Esmerelda leaves the group to search for clues about Argynvost, a fabled silver dragon, and his crew of knights who once swore to defeat Strahd. Meanwhile, the adventurers arrive at Krezk and meet the Burgomaster: Dmitri Krezkov.
The battle at Van Richten's tower comes to a tense end.
A tense showdown at Van Richten's Tower pushes forward as the werewolf pack attacks the party and the tower.
The crew meet Ezmerelda, a Vistani women on a mission to find her mentor... and kill Strahd.
The tower isn't quite done with the adventurers when a suspicious set of armour is dismantled and thrown out the windows, only to come alive when Baron speaks the name of its creator.
The mysterious tower grows in intrigue as Morely steps forward and finds his entire body tingling.
The crew make plans to help change the leadership within Vallaki, and head out to find safety in Krezk for Ireena.
With Ireena out of reach, Strahd takes something else and disappears leaving the adventurers shocked and worried about the future.
The festival reaches a head, when Vargas is stopped and Strahd appears.
The crew get a bit of down time at The Festival of the Blazing Sun, and things look to go down hill quick.
The rescue of Ireena starts with a mis-step. Morely finds himself stuck, Lorros makes a new friend, and the Baron and Ismark initate operation Distract Vargas.
Morely and Ismark rejoin the crew as the operation to rescue Ireena kicks into gear.
The crew meet back up with Ismark and learn more about Ireena and her captor.
Morely makes a friend on the Vallaki town square which leads to a meeting with Lady Fiona Wachter. Now they know where Ireena is, but what needs to be done from here?
In an instant, the situation up-stairs turns dire, and a battle for the Baron's life kicks in.
Strahd informs the crew that Ireena isn't where they think she is, and they rush back to Vallaki to find the church in mayhem.
A whisper draws Bill's attention, Miraqen calls forth the power of lightning, and a silhouette on the hill gets the adventurers' attention.
A mysterious cabin with a mysterious merchant meets the crew mid-way to Yester Hill, and an all out war begins between the adventurers and druids.
Lorros looks to be in serious trouble as Wintersplinter reaches out and takes hold of the situation.
Our adventurers put together a big strategy for a big enemy, and a familiar face appears.
Preparations are made to hunt down the first of the stolen gems. At Yester Hill, Miraqen and Morely stumble onto something... big.
An investigation uncovers a few clues that tie to the card-reading and the secrets of the winery are revealed.
With the blights taken care of, the winery is checked for any stragglers, and a fancy new staff is found!
Fight or flee? The battle over the winery continues and some big moves change the flow completely.