Curse of Strahd - Episode 75 - Beneath Ravenloft.
The adventurers investigate the Burgomaster's house again, and this time find something that leads them to the very place they've been trying to reach.
The adventurers investigate the Burgomaster's house again, and this time find something that leads them to the very place they've been trying to reach.
After Kasimir feared dead, and a brush with Needle, the crew find themselves back in Vallaki. Tearful reunions, shocking revelations, and a mystery circle revealed back at the Burgomaster's mansion. We turn the first page of the final chapter.
The crew waste no time at all letting Rahadin know that he can, quite frankly, die. Everyone levels up to level 10, and a premonition of woe comes true.
With the power of Exathanter by their sides, the crew escort Kasimir to the single amber block that could give him the power to revive his sister. One last surprise awaits the crew as head out of the temple.
The Amber Temple doesn't let up as a statue risks their permanent placement within, and a powerful lich welcomes the crew into his secret room.
Miraqen shrinks down to investigate the scale model of Ravenloft, and the secrets of the Sunday roast are revealed.
Rise and shine! The Amber Temple awaits! The group take a deep breath and look to take on the Flameskulls at the break of dawn, and the Baron starts acting strangely.
The need to long rest grows within the team, but a call for help distracts the team, and this means introducing themselves to the "crackfolk".
Things won't be the same as the crew quietly walk out of the vault and the dangers of the Temple step up a notch.
Venturing into the darkness, the smell of death rising in front of them, the adventurers continue their journey into the Amber Temple, and make contact with something old and evil.
The voice behind the lectern is revealed to be Vilnius, a wizard in training who is burnt, scared, and honestly, downright annoying.
In the gripping final episode, with the sea monster posing a threat to the safety of the Cloudy Barnacle and its crew, Morely has to decide whether to stay and fight or find a means of escape.
The Cloudy Barnacle sets off for Chult despite almost everything about this endeavour feeling wrong. The crew slowly piece together why they've been sent on this voyage, but by then, it's too late.
The Cloudy Barnacle lands at Luskan and, after unloading the goods for the seller, a younger Captain Morely, Isabela, Shayone, and Karth relax down at the Anchored Tankard with a well earned drink.
Darkness, bitter cold, and pure evil surround the adventurers as they take their first steps into the Amber Temple.
With a night's rest behind them the adventurers push forward towards the Amber temple. Will they get there, or does Strahd have other plans?
Things go from bad to worse as the vrocks descend onto the group and show what they're capable of.
Tsolenska Pass proves to be trouble when signs of a giant beast start appearing. Sangzor stands above the heroes and proves a new challenge.
With direct orders to the DM to ensure the adventurers get a good night's sleep, the crew wake to find a cheeky level up, and dead horses.
With the only means of escape blocked by the vengeful dead, a plan is made and followed through to completion. Can the adventurers stay ahead of the Revenants forever?
With the revenants getting ever nearer, the crew bunker down at the Vallaki church.
With their means of escape all but gone, Morely left deaf and blind, and Strahd getting ever nearer, the crew dig deep to find a way forward.
Hot on the heels of the stolen Sunsword, the adventurers quickly stop to call in a favour from some old friends.
The adventurers prepare for their travels into the harsh wintery peaks of Barovia, but are stopped in their tracks when Morely realises something important has been taken.
With Arabelle safe and sound, the adventurers head to the Vistani camp and learn the horrifying history of the Dusk Elves.
Blinsky points the adventurers towards a possible lead as to Arabelle's whereabouts, and the more they learn, the more worrying it gets.
Ezmerelda bursts into the mansion with some Vistani in hot pursuit. When the adventurers refuse to hand her over another deal is made.
The fight with the revenants pushes forward with the group strategising and chaining together some huge attacks.
With the vision of light from the tower at Argynvostholt in their minds, the crew head outside and look for another way in. The woe they were hoping to avoid is found.
Having prepared themselves for woe, and with recon done via fey owl, the crew make a bee-line for who they think is in charge: the man in the throne.