RECAP: Curse of Strahd Session 1
Campaign Premise and Mission Briefing
The party is hired by Mousif, a Qadiran merchant prince, to explore a newly discovered and undocumented planar region unknown to major powers and scholars. Mousif explains the commercial and exploratory opportunity this hidden plane presents, emphasizing unknown risks and rewards. Mousif cannot attend and delegates expedition leadership to his chief mage, Loryndas, who has made preliminary visits to the plane.


The expedition is expected to last about 24 hours in the new plane, with a focus on exploration, research, and establishing contact.
Arrival at Mousif’s Estate and Transition to the New Plane
Players return to Mousif’s estate, where preparations for the journey are underway. They observe a wagon being loaded with a few heavy, locked crates, which seem unusually secure and valuable.
At last you come to the appointed time, and in a large warehouse on the property, the various people that are expected to go on the voyage are gathering. Loryndas is there, seeing to the arrangements. He gives you a nod as you approach.
Inside the warehouse is a wooden platform upon which a large wagon sits. Some of the men are loading crates into the back of the wagon. These crates seem heavy but do not make any noise when jostled.
After a few moments, Loryndas comes over to you and quickly reminds you of the duties that Mousif has explained to you. He can answer any questions you might have, but otherwise, he seems very busy and not greatly interested in spending a lot of time talking to you. The vibe you get is that he assumes you know what you’re supposed to be doing, and he has other duties that he needs to see to.
After a few minutes, Loryndas seems satisfied with the situation, and loudly tells everyone to prepare to transition. Everyone is to stand upon the platform and have at least one hand on either a horse or the wagon itself. He explains that the focus of the magic that will take them to the new plane will be on the wagon itself, and contact with it will ensure smooth travels. All the associated members of Mousif’s team do as instructed, as do you, and Loryndas begins the spell.
Loryndas instructs the party to stand on a wooden platform touching the wagon or horses to facilitate the plane shift. Loryndas casts a customized Plane Shift spell; the party experiences sensory changes and arrives on a dark forest road in the new plane. The environment is eerie and unsettling, with dense woods and signs of danger.
It only takes a few moments, and then you feel a strange, unsettling shifting feeling, like being on a boat on a disturbed ocean. And then you are there: It is pitch dark, but soon torches are lit and a liquid pool of light begins to surround the wagon and its accompanying crew. You find that you are on a well-maintained dirt road, surrounded on both sides by thick woodland. The carriage has materialized perpendicular to the road itself, which leads you to believe that this may be a different location than the ones that Mousif described previous expeditions going to.
Loryndas takes a few moments to recover from the exertions of the spell, and then swings into action, giving orders. The most prominent of which is to remain silent unless it is specifically necessary to speak. He himself is whispering hoarsely. He produces a map, creates a small magical light to illuminate it, and shows it to the man who has been designated as the wagon driver. He nods to Loryndas, steps up onto the bench seat, and begins to quietly as possible turn the carriage around and align it to the road.
Attack by Wolves and Werewolves
The party and expedition are ambushed by wolves, some exhibiting signs of werewolves. The party tries to defend the wagon and crew while Loryndas commands a hasty retreat. Werewolves attack Loryndas, tearing him apart, and steal the locked crates from the wagon.

The attack is vicious and terribly one-sided. But as soon as the werewolves have gotten Loryndas and the bulk of the crew, they grab the containers from inside the carriage and move off back into the woods. All of you have been knocked to the ground, either senseless or somewhat injured, but your fears are somewhat allayed by the fact that you do not seem to have been bitten.
The party is overwhelmed, injured, or unconscious, but not infected by lycanthropy. After the attack, a man appears from the woods, helping the party recover and admonishing them for bringing “argint” (silver) into the plane, which was forbidden.
Introduction to the Local Lore and Silver’s Significance
The mysterious man, Ilarion Grimhold, explains the local dangers and the significance of argint to the region. Silver is rare and valuable in the plane and strictly controlled by the local ruler, Count Zarovich. Possession of silver attracts attention and danger; silver weapons are effective against werewolves. Ilorian tells the party that werewolves serve the Count and that bringing silver into the plane has severe consequences.

“Why have you returned? Your lord was warned not to return here, and doubly warned not to bring argint! And then you return with a crate of it! We are practically under the eye of the beast here. Can you walk? Are you bit?
Table: Silver and Weapon Crafting
| Item | Approximate Silver Weight (grams) | Number of Silver Coins Needed | Comments |
|---|---|---|---|
| Silver coin | ~25 grams | N/A | Coin weight used for calculations |
| Sword (3 lbs / ~1360 g) | 1360 grams | ~54-61 coins | Just enough silver currently held |
| Dagger (~1 lb / 454 g) | 454 grams | ~18 coins | Potential feasible weapon |
| Crossbow bolt head | Not specified | ~1 coin (per bolt head) | Practical use for silver weaponizing |
| Total silver held by party | ~2000 grams | ~82 coins | Combined silver from party and loot |
Arrival in the Village of Borovia and Meeting the Elders
The party arrives at Borovia, a small village near the Count’s castle. The villagers are mostly human and dressed plainly but wary of the party’s unusual appearance and weaponry. The party is escorted to the Church of the Morning Lord, where they meet the Reverend Donavich, elders, and other villagers.
From the treeline, your group emerges—stumbling, a bit bloodied, their clothes torn as if by claws. You lean upon one another, faces pale with exhaustion and fear. At your head walks Ilarion, his eyes hard and watchful. As the first pale light of dawn spreads across the village. “Ah, good, the Dawn approaches. We will go to the Church of the Morning Lord. You will be safe there this day, although the elders may have some questions for you. In the meantime, however, they can keep you safe until they can make arrangements to get you to Vallaki. There they will know what to do with you.”
“Greetings travelers, and welcome to Borovia. My name is Reverend Donavich, and you are welcome in the Church of the Morning Lord. I apologize for keeping you waiting, but I had to fetch some of the villagers so that we can speak with you and decide what should be done. Please follow me.“
Further Local Information and Warnings
Rev. Donavich explains the Count’s dominion, the rarity of silver, and the punishments for possessing it. The party is warned that any silver found by the Count’s men is confiscated immediately and offenders disappear. The Count’s agents, led by a man named Volack, enforce the Count’s will in the region. The party is advised to avoid trouble and to move quickly out of Borovia to a larger town named Vallaki for safety.
The elders look concerned; The Malvorn’s look scared. Vhalmir looks angry and potentially violent. The Reverend seems reasonable but you get the decided impression that he would rather not be dealing with you right now. Brother Gregor looks concerned and is sold. Isolde seems unperturbed but has what looks like some religious tome or book on the table in front of her, which she consults continuously, flipping pages back and forth.
Preparation to Leave Borovia and Magical Observations
The party is taken to a hidden cellar beneath the church to rest. The cellar is very old and the walls are inscribed with ancient runes and affixed with metal plates radiating strong abjuration magic (protective spells). The magical nature of the cellar implies it is a safe haven against dark forces. The party uses divination magic (Read Aura) to confirm the presence of abjuration magic in the runes and plates. They rest for a few hours before preparing to depart.
Journey to Vallaki and Arrival at the Blue Water Inn
The party departs Borovia in a blacked-out, heavily protected carriage with similar magical plates affixed. The ride lasts about six hours, arriving at Vallaki about 9 pm, a much larger town with less oppressive atmosphere.
The streets of Vallaki are hushed as it is late in the night. Ahead, the Blue Water Inn stands like a lonely lantern in the gloom—its timbered frame sagging with age, but its windows glowing with a warm, flickering light. The smell of woodsmoke drifts from the chimney, mingled with the faint tang of roasting meat, and the low murmur of voices leaks into the night air. For a moment, against the ever-looming darkness, the inn looks less like a tavern and more like a fragile beacon of life, defying the darkness that surrounds it.
The Blue Water Inn serves as their lodgings, with a warm, welcoming atmosphere. The innkeeper Urwin and his wife Donika provide food, drink, and rooms; the party negotiates accommodations and payment using their foreign coins. The local culture includes hunting wolves due to their threat to livestock, with blacksmiths producing weapons for this purpose.
Inside, the Blue Water Inn is dim but welcoming, its common room lit by the orange glow of a great stone hearth. The timber beams overhead are hung with wolf pelts and hunting trophies, reminders of Barovia’s wild edges pressing close. The air is thick with the smell of roasting fowl and spiced wine, carrying a warmth that clings to weary bones. A few villagers huddle over mugs at scarred wooden tables, their conversations hushed, eyes flicking warily toward the door as you enter. Behind the bar, a broad-shouldered man polishes a mug with steady hands, his sharp gaze measuring you in silence before offering the faintest nod of acknowledgment.
The driver tells you to stay put while he goes over to talk with the tavernkeeper. After a few moments, his eyebrows raise and he looks at you, while the driver gestures towards you and continues to explain something to him. Finally, the driver nods once to the barman, turns to you, and exits the inn.
The door creaks open, and a wisp of warm, woodsmoke-laden air drifts out to meet you. Behind the bar, a broad-shouldered man with careful, steady movements pauses in his work, his low, measured voice greeting you.
“Evenin’. You’ll find no comfort in the mists out there, but you may find some here,” he says, polishing a mug while his sharp eyes flick to each of you.
Meeting a Messenger and Visiting Madame Eva
A mysterious, weirdly pale man delivers a sealed parchment from Madame Eva, a local seer. The invitation hints at future guidance and assistance.

The party visits Madame Eva’s humble home, marked by an eye symbol. Madame Eva welcomes the party and offers to read their futures through a tarot-like card reading called the Tarokka.

The reading reveals important campaign elements, in five cards: the Tome of Strahd, the Holy Symbol of Ravenkind, the Sun Sword, Strahd’s Enemy, and the location of the Final Battle.

The Tome of Strahd “This card tells of history. Knowledge of the ancient will help you better understand your enemy.”
The Draw: The 5 of Swords — The Myrmidon

Madame Eva: “Look for a den of wolves in the hills overlooking a mountain lake. The treasure belongs to Mother Night.”

Holy Symbol of Ravenkind “This card tells of a powerful force for good and protection, a holy symbol of great hope.”
The Draw: The 4 of Stars — The Abjurer

Madame Eva: “I see a fallen house guarded by a great stone dragon. Look to the highest peak.”

Sun Sword “This is a card of power and strength. It tells of a weapon of vengeance: a sword of sunlight.”
The Draw: The Master of Stars — The Wizard

Madame Eva: “Look for a wizard’s tower on a lake. Let the wizard’s name and servant guide you to that which you seek.”

Strahd’s Enemy “This card sheds light on one who will help you greatly in the battle against darkness.”
The Draw: The Innocent

Madame Eva: “Evil’s bride is the one you seek!”

Strahd Himself “Your enemy is a creature of darkness, whose powers are beyond mortality. This card will lead you to him!”
The Draw: The Darklord

Madame Eva: “He lurks in the depths of darkness, in the one place to which he must return.”

Tarot Card Blessings and Magical Items
After the Tarokka, each player receives a unique magical tarot card with various abilities. These cards can be used for benefits:
- Benefit to self (e.g., bonus to saves or attack rolls)
- Debuff/bane to enemies
- Direct attack damage
- Defensive bonus
- Area of effect buff/debuff on allies and enemies
Further, tarot cards are consumable magic items with strategic uses, and players can trade and share cards among themselves if they so wish.
Grughilda: 2 of Cups



Velkro: Queen of Cups



Tenzin: King of Cups



Zandarius: 8 of Wands





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