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Session 10: Counterattack

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“I’m just used to being a weapon. If nobody is pointing me in a direction…I…uh…” - Killian

“I hope you know you’re more than a weapon, but if you need a direction.” - Zara pointing to the Hobgoblins

Key Developments and Revelations

  • The main happenings the party want to keep tabs on or remember

Full Session Notes (Rasmus)

The group thinks about how to find the goblin camp, and discusses various tactics. As they’re discussing the prospect of going into Zara’s back, Belaern climbs a tree and finds a nearby river, thinking about the fact that a large goblin force would need fresh water. We decide to go to the river to follow it to where the camp is, and then attack at the time decided on with Krizzix. We find the river, and not long after, the camp - two small cliffs on either side of the river, connected by a rope bridge.

We split up - Killian, Belaern and Cassandra on one side, Zara and Matheo on the other, both with 4 kobold elites. We take out a scout on either side, and both make our way up the cliff sides - one group by strength, the other by using Zara’s grappling arrow. We make our way up, and as Belaern and Cassandra go into an opening, a trap almost sends Belaern back down the cliff’s edge, but Killian grabs him. Both small groups then rush into the camp, and start fighting. On Zara and Matheo’s side of the river, the goblin leader, a bard, comes out of the tent to join the fight. Both sides keep fighting, and although we take a beating, we manage to kill all the goblins in the camp.

We look inside the tent, and find a small sending stone, and an altar with a notch the size of the stone. When we place the stone inside the altar, images of the other 3 goblin leaders show up, like a call of sorts. When they see us, the hobgoblin leader brings a kobold prisoner, saying that our friends are dead, and he slits its throat. Belaern brings the dead bard in response, and the other leaders get visibly angry before leaving. We then hurry back to the settlement.

As we get back, the settlement is visibly more quiet, and as we get in, we are told that a disease has spread through the settlement, killing many, and meaning that many others are quarantined. We go straight to Isareth, and are told that the disease spread from the messenger in the medical tent. Belaern tells Isareth that either it’s time to realize the settlement will fail, or that he brings the guild in. Isareth is confused, thinking that Ravelle already messaged them, but Cassandra says that she didn’t, and explains the guild situation to him, how Ravelle has her own contacts. Isareth then decides to go confront Ravelle with his elite guards. On the way, Zara mentions the Silent Wing, and Isareth nearly brings a hand up to strike her for bringing up stuff “above her paygrade.”

Matheo, hearing this, decides to go to Ravelle immediately to tell her Isareth is on his way. Ravelle, in response, says that she will not be another one who disappears as a consequence of the guild and these ruins, and she thinks we should’ve stayed out of this instead of “picking between two bad choices.” She also says the contacts she reached out to should be here, at the latest, in a couple of days.

The group discusses with Ravelle and Isareth and what should be done. It ends up being that Isareth will send someone to contact the guild - he agrees that he will let Ravelle go unchained for the security of the settlement until guild representatives show up. The group then goes back to the settlement, most of them somewhere between annoyed and furious. In the meantime, Zara sneaks into the lab and takes one of Ravelle’s notebooks. She sneaks back out, and meets Ravelle, who says she knows Zara stole the book, but it’s fine - she wants someone to be able to carry on her research whenever the people she has crossed catch up to her. Later, there’s just a few talks between party members, their different feelings and such regarding this entire situation. Killian casually drops that he’s friends with Cindred.

In the morning, we are about to march towards the hobgoblins as there’s a rumble in the ground - as we look towards the hill with the hobgoblin camp, it crumbles under a landslide triggered by the kobolds, who apparently did not all die, but simply tricked the hobgoblins. Soon after, Krizzix comes out of the forest with around 70 kobolds, with the hobgoblin leader’s head on a spike. We have a talk about what happened to them, and then get ready to march out again.

DATE: 25/06/2025

In-game Date Start: 4th of Hallowtide, 988 A.D

In-game Date Finish: 5th of Hallowtide, 988 A.D

Players Present

  • Jeremy (Killian)

  • Oskar (Cassandra)

  • Rasmus (Belaern)

  • Sari (Matheo)

  • Sydney (Zara)

Subbed Characters

  • X played X / Everyone was present.

Completed Quests

  • Link to completed quests

Obtained Quests

  • Link to quests picked up this session

Locations Visited

  • List of Locations

Important NPCs Interacted With

  • List of NPCs

Wall of Shame

,

Example

“We’re not in Kansas anymore, Toto!”

Key Developments and Revelations

  • After resting with the caravan, woke up in a strange land, full of eerieness, malice and fog.

  • On finding a path and following it, they come to the Gates of Barovia.

  • Here the party meets Strahd Von Zarovich for the first time. He insinuates that he knows everyone in the party except for Sunny.

  • They follow the path, see a group of buildings, then beyond that a larger village overlooked by cliffs and a castle on it.

  • Making their way to the group of buildings, the fog seems to follow them, and Kronkus & Sunny get lost in it momentarily, with their being some time dilation happening whilst in there.

  • Making it to the hamlet, they find all but one of the buildings empty and dark. Two children rush to them, saying there’s a monster in their house, and that their parents are keeping it at bay in the basement, and their baby brother is upstairs.

  • The party move into the house, finding that this seems to belong to the Durst family. Moving into a main room, they hear the sounds of a party from beyond a nearby door.

  • Opening the door, all lights in the house go out, no people are in the room beyond. The front door and gate close and lock on their own. A wolf growls from somewhere in the dark.

Last Time, in Barovia…

Arrival in Barovia

  • The party joined the caravan heading out of Daggerford. Each one joined for a different reason, and none knew the others.

  • On the first night, the caravan rested early, having been delayed from its set off by a latecomer to the caravan.
    The latecomer, Marko, had setup a campfire with food and drink, and one by one offered, convinced or cajoled the party to join him at his fire.

  • The night was spent with everyone learning little bits about the other, drinking, eating, and being merry. Late, Marko crawled under his wagon for sleep, and invited the party to rest by his warm fire, which they did.

  • When they awoke, they were not in the same place. The wagon, Marko, even the caravan itself was gone. No tracks or signs of movement in the immediate surroundings. It was if they had been picked up and placed here.

  • All of their possessions were gone as well, bar a few items that were kept close to them while they rested.

  • Taking stock of this new land, they found it eerie, almost dripping with maliciousness. There is a thick fog, swirling as if with a life of its own. The trees seem different, twisted, gnarled and unnatural. The sun, while present, seems to have trouble penetrating cloud and fog, and does not give much light or warmth.

  • While the party is taking stock of their situation, Kronkus finds that the long-silent voices have started whispering to him again.

  • Sunny reached out to the Triple-Fish God, and found his connection was muted, but there was a new, strong core in that feeling that’s never been there before, almost certainly connected to the Triple-Fish God.

  • Moving around, they find a rutted path leading east/west. Westward leads into a thick wall of shifting fog, east has the fog thinning. They head east for a few hours.

Meeting Strahd

  • Ahead, the forest slightly parts, and they come to a huge stone wall, with a large metal gate in the middle. Out of the front of it, a pack of wolves are tearing strips off a very dead body.

  • Sunny casts Thunderwave above the wolves, in an effort to scare them. They reel back for an instant before they turn to face the party, almost undaunted by the noise. A larger wolf then snarls and pads towards the party, teeth bared.

  • As the large wolf lunges to attack, his is called to heel by a voice. A man appears at the top of the wall, who effortlessly walks down the side of the wall as if were normal, flat ground. As he gets to the ground and walks through the wolves, they let him pass. He also passes the large wolf, ruffling its fur.

  • Walking up to the party, he introduces himself as Strahd Von Zarovich, ruler of Barovia, and welcomes them to his land. He acknowledges them as the latest batch of adventurers to be brought here, more pawns in the game.

  • He looks at each member of the party, including the still hidden Wilfyr, attempting to meet their gaze. Those that do, feel drawn into that gaze, with the world around them starting to spin away. There is only Strahd. Strahd doesn’t hold them in this gaze for long.

  • He speaks briefly to each member of the party. His speech infers that he knows each of the party members to some degree, or about their past. Except Sunny. Sunny seems to be the enigma to Strahd.

  • He warns the party that they will find no rest or success in his lands, that it obeys his command. He also warns them to not meddle in his affairs, and that if they do not, then their stay won’t be unpleasant.

  • With that, he turns and strides away towards the gates, swirling his cloak around him and turns into a cloud of bats that then flies through the bars and off into the air beyond. As Strahd leaves, the wolf pack dissipates,into the forest.

  • Inspecting the dead body in the road, they find it horrifically mauled. On closer inspection, they find a crumpled, partially torn Kolyan Indirovich’s Letter that Wilfyr takes.

  • The party then pushes open the gates, and walk through. The gates closes and locks behind them. Beyond is more forest.

Finding Shelter

  • After a little while, the path comes to the top a rise, giving the party a clear view of a Barovian Basin of sorts. In the far distance can be seen a town. Next to that are some cliffs, with an ominous castle at its heights, overlooking the town. About halfway to this town, there seems to be a small group of houses. Seeing signs of civilisation, the party heads down the path into the valley beyond.

  • As they’re walking, they notice that the wall of fog is forming up thicker and thicker behind them. Its almost like its keeping pace with them, slowing down and speeding up when they do. Kronkus & Sunny attempt to interact with the fog and walk back into it.

  • They lose all visibility, and cannot hear, touch or see each other. They try to leave the way they came, but cannot get out, only walk into more fog. After 10 minutes, both of them exit the fog from exactly the same place that they entered into it. To the rest of the party, they have been waiting for them for an hour.

  • Continuing on, the rutted road finally gives way to gravel and stone, as they draw closer to the hamlet of houses. The houses are dark, boarded up, and there are no signs of life. Except one.

  • As the party moves between the buildings, the sound of a child sobbing draws their eyes, and they see a small boy and a slightly older girl walk towards them.

  • They are wailing, and after being frightened by Kronkus’ approach (due to his unnatural visage) cry that there is a monster in the house, pointing to the lit up house.

  • Most of the party dash into the house, while the kids say that their parents are in there, keeping the monster trapped in the basement. They also say their baby brother is still stuck up in his nursery. Sunny tries to convince the kids to come with the party into the house, but they refuse, growing more and more scared of going back inside the house.

  • All but Kronkus move into the foyer finding family portraits across the walls, labelled as the Dursts. Kronkus remains outside to try and convince the children to come with them, but they run off. He turns and joins the party in the house.

  • As they all step into a large main room, the sounds of a party can be heard coming from another room, from beyond a nearby door. Arkemon retrieves the longsword from above the mantlepiece, and goes back and retrieves the heraldic shield from the foyer.

  • Wilfyr finds a door on the opposite side of the room to where the party noises were coming from, and as he approached, heard the growls of wolves coming from beyond it.

  • Arkemon warns against opening that door, and instead opens the door that should lead to the party they can hear. As he opens the door, the sounds stop. There is no people in the room beyond. All the torches, fireplaces and candles in the house go out as the party is plunged into darkness.

  • Behind them, the gate and door into the entrance to the house close on their own, and lock. And another wolf growls in the distance.

DATE: 13/04/2021

In-game Date Start:

In-game Date Finish:

Players Present

  • Adam (Milo)

  • Alex (Arkemon)

  • Ben (Elgin)

  • Chad (Sunny)

  • Russ (Delta)

  • Stephen (Wilfyr)

Subbed Characters

  • Everyone was present for this session.

Completed Quests

  • No completed quests

Obtained Quests

  • Leave This Land

Places Experienced

  • Gates of Barovia

  • Barovian Basin

  • Durst Manor

Important NPCs Interacted With

  • Strahd Von Zarovich

  • Rose Durst

  • Thorn Durst

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Memorable Quotes

The best quotes of the Session:

“What matters more? Your people, or your pride?” - Killian


“I’m just used to being a weapon. If nobody is pointing me in a direction…I…uh…” - Killian

“I hope you know you’re more than a weapon, but if you need a direction.” - Zara pointing to the Goblins


“Your only saving grace in my book is that you did contact someone. Pray they’re good enough.” - Belaern