Dread Strahd observed,
As you dispatched,
Druids who served,
You were more than a match.

As the wicker man burnt,
Strahd doffed his cap,
Something he’s learnt,
For setting his trap.

Off in the distance,
A city in fog,
Strahd paused for an instant,
His memory jogged.

Now onward!
To the tree of great horror,
Surrounded by blight hoards,
Who wish you no morrow.

Tomorrow,
Tomorrow.
Another day to relish,
In fair Barovia!


Ahead through the stone circle lay a sickly copse of withered trees. You made your way carefully through them, emerging in a barren clearing at the centre of which was an enormous misshapen and gnarled tree. Blood oozed from its trunk like sap, and the enormous gnarled limbs hung over you like grasping hands.

Monstrous tree with grasping branches, multiple red eyes and a gaping maw

Gulthias Tree


Skulking around the tree were six gangly needle blights, covered with needles. Embedded in the trunk behind them was a shiny battleaxe, beneath which lay a humanoid skeleton. The blights didn’t move to attack you, so you decided to take the initiative and moved to engage them instead.

As soon as you did, three vine blights and twelve twig blights rose up out of the surrounding trees and attacked. Though they had the numbers, they didn’t have lightning, fire, steel and determination, and you quickly dispatched the lot — being stuck with a few painful needles in the process.


Garn approached the massive trunk of the tree and looked carefully at the axe. The handle was carved with leaves and vines, and the axe looked as if new, similar to the spear Xandeyr now carefully cradled and cooed over.

Axe with green iron blades

Axe of the Woods


Despite some of your better judgement, Garn lent down and hauled the axe out of the tree with all his might. It came out cleanly, and he fell backward having misjudged the weight of the iron blade, which turned out to be light and perfectly balanced.

The tree didn’t move through all of this, only creaking and dripping blood slowly. You decided something so evil should be removed from this land, and as it happened Garn now had the perfect object with which to do so. He set about removing the tree from it’s roots, the axe singing in the air as he swung it with a brutal rhythm, clearly made for this work.

As each blow landed, you felt the ground shift slightly beneath your feet. Just a slight rumble, as if something was tensing or clutching at the soil. The more Garn worked (and Viktor when Garn tired), the bigger the shudders became, the tree responding to each cut and blow.

Eventually the mighty trunk began to fall, severed from its roots, and toppling to the ground with a mighty thunder. Still the earth roiled beneath your feet, and after some thought you realised that in time it would regrow, sucking the life out of the land its roots lay deep within.

Xarann decided to finish it. After the rest of you had coated the oozing stump with oil, you all stepped back and Xarann unleashed bolt after bolt of magical fire, which before long started blazing in a massive inferno, the ground pulsing and the tree crying out in otherwordly pain as the flames destroyed what remained. It was dead, and a great evil purged from Barovia.


Back at the Wizard of Wines, you were welcomed as heroes, the denizens wide eyed with wonder at what you had done. They had prepared several barrels of their remaining wine, and asked if you could deliver it either to Vallaki or Krezk. Davian asked that if you were to go to Vallaki, could you tell his estranged son Urwin that the time had come to forgive. Hearing this, you decided to return to your favourite town. Before leaving Davian reminded you that Baba Lysaga still held a wine gem should you feel like further heroics.

An uneventful trip led you to the city gates, where predictably surly guards were less than interested than letting you enter. Only once you revealed you escorted the long awaited wine delivery did they let you in.

At the Blue Water Inn, you met up with Urwin, who was also extremely grateful. After some discussion, Urwin revealed to you that the Martikov family were all wereravens, having long ago contracted the disease. He repeated that all ravens in Barovia were to be trusted, and that if you were ever in need of help the ravens would be watching.

He also filled you in on the happening in Vallaki since your departure. Basically things were back to normal, with Burgomaster Vallakovich’s rein of enforced enjoyment back in full swing. Izek’s place had been quickly filled by the newly orphaned Wachter brothers, who layed down their own brand of brutal happiness now — ably assisted by the Vistani. ‘All will be well’, indeed.

This infuriated all of you. Your ‘stabilising’ assassination of Lady Wachter had in effect consolidated the power of Vallakovich, who now who two enforcers instead of one. His vow to no longer enforce happiness rang hollow in your ears.


As you discussed how to deal with, the brothers themselves entered, ejecting a sitting table to take their favourite spot. This was too much, and you immediately confronted them. They had grown in confidence since you last saw them, and were quick to accuse you of the cold blooded murder of their mother. Your arguments of devil worship and undead dealings were summarily dismissed, there being no evidence that they could find of any such goings on.

Realising however that they were outnumbered in here, they withdrew to the street, warning you not to leave town, as you were to be judged for murder — and no ‘rigged’ duel would be entered into this time.

Enough. You realised that it wasn’t enough to remove Lady Wachter — the Burgomaster must die too. A new regime was required, one of peace and stability for the people. But who? Urwin couldn’t suggest anyone from the town — they were all either too down trodden or not the type to lead. Then he turned his eyes to Ireena.

Ireena’s eyes took on a steely look. She said she could lead this town. Her bloodline ran deep in Barovia, and it was a line of leaders. With her brothers Ismark’s support, it might be possible to convince the people of Vallaki to follow her.

Urwin was certain they would, and introduced you to two burly wolf hunters, Szoldar and Yevgeni. They were simple men, but good, and immediately agreed to support Ireena should the moment come. Pending some kind of payment, of course. Urwin also said there were various others who would like the yoke of happiness removed, including the Arasek’s from the stockyards, and the coffin maker Henrik van der Voort. And you knew you could count on Father Lucien.

Two strong human hunters in leather armour

Szoldar & Yevgeni


The threat of Strahd coming for Ireena was raised, but Viktor assured you that Father Lucien’s church was consecrated ground, and she could be ‘safe’ there.

Ireena said she would need a strong arm to protect her — either you, or the Vistani. You knew staying in this land was not an option, so bringing the Vistani around to your side was critical.

You bedded down for the night, pondering how to do this. Watches were set throughout, and in the early hours Bannor woke everyone with the news that there were Vistani and city guard forces being deployed around the Inn.

You needed to get out of here quickly and quietly, and go to the Vistani leaders before this escalated to a pitched battle. Under Bannor’s direction, you exited via the back door — Ireena stumbled a few times, but you managed to get away safely, scaling the wooden walls of the town and heading to the Vistani camp.


Meta

Level up! You should all now be level 7.

Session played: 23 September 2019