Game:
Shadowdark, Solodark
Kelsey Dionne, 2023 - current
Bard and Ranger
Kelsey Dionne and the Arcane Library community, 2023
Curse of Strahd
Wizards of the Coast, 2016
Van Richten's Guide to Ravenloft
Wizards of the Coast, 2021
Lichhouse's Unofficial Curse of Strahd Monster and Item Conversions
John "@LichHouse", 2025
Notes:
Goals of this campaign include:
1. playing as analog as possible
2. Delving deeper into roleplaying aspect of solo play and practicing roleplaying elements to get better at Dungeon Mastering
3. Seeing how Shadowdark and Solodark handle a long form campaigns
4. Use/Practice different voices for different characters.
Default Tarroka Reading (now Updated)-
Tome of Strahd - Paladin, 2 of swords - Sergei's Tomb, ch4 k85 (Now Strahd's tomb, Ch4 k86)
Holy Symbol of Raven Kind - Necromancer, 8 of Stars - Castle Ravenloft Study, ch4 k37 (now Inside the head of a giant statue, Amber Temple C13 x5a)
Sun Sword - Abjurer, 4 of Stars - Argynvostholt Beacon, ch7 q53 (Now Chapel in Castle Ravenloft, Ch4 K15)
Strahd's Enemy - Mists - Ezmerelda , Abby of Saint Markovia, ch8 s19 and others. (Now Ismark)
Strahd's Location - Artifact - Ravenloft Chapel, ch4 k15 (now Study K37)
Date of Commencement: January 2, 2026
Date of Completion: yyyy-mm-dd
1: Our heroes break down their camp, confused by the strange trees around them. They travel through the woods and find a road. Believing that heading westward will take them closer to Rularn, they take the road west, avoiding puddles and muddy tracks.
2: Our heroes encounter the gates of Barovia. Cydaros fails his detect magic spellcasting check. So he can't tell if the doors opening on their own and closing on their own is any known magical effect or some sort of mechanical one.
3: Stumbled upon the stench of death. Investigated and found the corpse of a man carrying a letter (Kolyan Indirovich's Letter Version 2). The sounds of an approaching carriage draws the party's attention.
4: Party meets Rahadin and Count Strahd Von Zerovich, the Count and Leader of Barovia. He was kind to them, offered them a ride, and took them to the village of Barovia. Astrid got bad vibes with how he looked at them.
5: The party is dropped in the village of Barovia. They enter the Blood of/on the Vine Tavern and get some food and drink, where Ismark introduces himself to them, and they discover that Strahd von Zerovich is called 'the devil' in Barovia.
6: Ismark explains the conditions of his sister. And that his father is dead. He asks the heroes to help him move his sister from the village of Barovia and hopefully beyond Strahd's reach in another town. He hopes to be able to hide her. The head out towards the mansion.
7:While heading to the Burgomaster's Mansion the heroes stop to investigate the sobbing sound. They find Mary and speak to her. Her child Gertruda escaped her house a week ago and hasn't been seen since. Cydaros has her doll in the hopes that they can find a spell caster that can use some sort of scry spell.
8: The heroes encounter Morgantha, some old woman that seems to be stalking the streets of Barovia. She sells meat pies. Some sort of pastry type dish. Seems a little too intense to be a normal old woman. The party decides to leave her alone after denying knowing where Gertruda was.
9: The heroes head down to the Burgomaster's mansion and meet Ireena. She will not be moved until her father is laid to rest at the cemetary.
10: The heroes spend the night at the Burgomaster's Mansion and in the morning carry Kolyan Indirovich's body to the church. They enter the dilapidated building and hear someone screaming from the basement. And Father Donovich praying in the chapel.
11: The party buries Kolyan Indirovich, Ismark and Ireena's father at the tomb of his ancestors.
12: The party heads back to the Burgomaster's mansion, and tell Ireena that their father is at rest. They loot the mansion for anything that they might find useful to tread the vistani for horses.
13: They take Ireena to the cemetary to say a few prayers and sing hymns over the body. Father Donovich is there burying his son. Ireena doesn't know about the events that transpired. Father Donovich gives a friendly warning about the mists and the night, aimed at Ismark.
14: The party goes back to the mansion to throw off any persuers, take a side exit and go across country to get tot he road. they cross the bridge and get to the intersection where they must head North West to the Tser Pool and the rumored Vistani Camp or South West to go toward Vallaki. They decide on going North.
15: as they leave the cross roads, Astrid sees her own body hanging from a ratty gallows that seems to be barely standing. Everyone else sees a normal corpse. Unnerved by the sudden appearance of a body that no one noticed before the party heads North West, towards the Tser Pool.
16: The party goes to the Vistani camp. Ismark and Ireena are careful to hide their faces so that they don't immediately stand out. They try to barter for horses but the Vistani they speak with drags them further into camp, and they feast and drink and meet Madam Eva.
17. Madam Eva does a new card reading. Noted here and in the notes on the cover sheet above.
The Tome of Strahd. Strahd's tomb, Ch4 k86
The Holy Symbol of Ravenkind, Inside the head of a giant statue, Amber Temple C13 x5a
The Sunsword, Chapel in Castle Ravenloft, Ch4 K15
The Enemy of Strahd, Ismark
Strahd's Location, The study in Castle Ravenloft. Ch4 K37
18. The group gets a tent of their own to converse in and there the party finds out that they are stuck in the confines of Barovia until the curse of the land is lifted or Strahd is defeated. Ismark doesn't believe that his role has now shifted, but at any rate, he will not aid the heroes until Ireena is safe.
19. After a sleepless night at the camp, the party prepares to continue on their journey to Vallaki.
20. Cydaros approaches Madam Eva about Gertruda's Doll, asking where the girl who owned the doll is. She tells them Gertruda is in Castle Ravenloft, in a well appointed bedroom.
21. Along the way to Vallaki they encounter a hidden bundle of clothing. Looks like it's a common tactic of certain creatures to hide clothes. There was a treasure hidden among them, pale gloves with ivory fingernails.
22. The heroes cross an ancient, mold-encrusted stone bridge guarded by gargoyles. They dismount and walk their horses across for safety.
23. At a fork in the road, the party discusses whether to go to Castle Ravenloft to rescue Gertruda. Cydaros wants to, while Ismark is against it, prioritizing Ireena's safety and suggesting they continue to Vallaki first. Ismark convinces the party to keep his sister safe and that he would join Cydaros on his quest to rescue Gertruda after Ireena is safe.
24. On the road to Vallaki they encounter a group of four bandits. Luckily they spotted the archers in the woods. Astrid was able to intimidate the Vistani bandits in letting them pass and to move on their way.
25. Our heroes finally make it to the gates of Vallaki, noting the wolf heads on pikes around the entrance and the steel harlequinn masks that the guards are wearing. The guards use small mirrors to check that the heroes have reflections before allowing them through the gates. Warning them that joy is mandatory and to avoid discontent.
26. The group notices that the fun and happiness of Vallaki is inefectious to an extent, but also seems forced. A veneer on the surface of rot and decay. Forced celebration combined with too much drinking leaves an uncomfortable atmosphere around the town. Guards in their masks watch everything. Our heroes have to 'act happy' at all times to keep the guards appeased.
27. Eventually our heroes get to the Blue Water Inn where they meet Bray, the young son of Urwin, whom they also meet, a family that runs the inn. There are many ravens in and around the establishment. Perhaps semi trained. Urwin offers the party a couple of rooms. Our heroes pay for about a weeks worth of stay upfront, and may purchase more if needed. Urwin explains that the raven's are more like friends than wild animals.
28. The heroes gather together to make a plan. Main Goals are 1) keep Ireena safe. 2) Go to Castle Ravenloft and rescue Gertruda. The group decides to investigate a nearby church of The Morning Lord as a potential safe haven. As the party leaves the Inn Astrid notices that they are being watched by a man with glasses and leaning on a cane. She tells the party about it on their way to the church.
29. Along the way to the church the party notices that the partying continues into the night. Lanterns and lights start popping up and the singing and dancing continues. All the while the smiling guards continue to watch and enforce the law. Joy. is. mandatory.
30. They reach the "slouching centuries old stone church" with a bulging steeple and stained-glass windows. A thin mist hangs over the gravestones in the garden. As they approach, the church doors are open with warm light emanating from them, and the bell begins to toll. A man steps out, inviting them to the church for evening prayer.
31. The party meets Father Lucian. The priest of Vallaki. he's kind, and keeps the church open as late as he can, allowing concerned citizens to pray in comfort and safety well into the night. It's not uncommon for people to come at odd hours.
32. Father Lucian doesn't approve of the way Baron Vallakovich is handling the town. He believes it will only anger Strahd. His sister, Lady Wachteur also disagrees with the baron. the two have something of a rivalry going on.
33. Our heroes went on to continue exploring the town. Eventually ending up in the town square and seeing first hand the things that the baron has been doing. They see the people locked up with plaster donkey masks placed on their heads. They also see a new poster for the next festival being placed up.
34. They return back to the Blue Water Inn and discuss their next move. Get to the castle, rescue Gertruda, and then find the three artifacts, or decode what the Vistani Card Reading was all about.
35. Unbeknownst to the party, they are being watched by an NPC that does not yet reveal themselves. Our heroes rest, Ireena has a nightmare revealing the vampires wounds on her neck.
36.The party discusses their approach to the castle, deciding against a direct front-door entry and opting to search for a secondary entrance. They also decide against carrying wooden stakes, believing they can fashion them from within the castle if needed. Ismark bids his sister farewell. Telling her to go to Father Lucian if she is afraid.
37. On their way to the castle, the party encounters a druid and nine twig blights. During the fight, the druid's spell fizzles, and despite Ismark's horse taking some damage, the party successfully fends off the attackers. The druid flees when its HP drops below half.
38. The party arrives at Castle Ravenloft, dismounting their horses to maintain stealth. Cydaros nearly falls through a broken drawbridge but is saved by his allies.
39. The weather worsens with rain and thunder as they enter the fog-filled courtyard. The main doors to the castle stand open, with a warm light spilling from within
40. The party debates how to enter the castle, deciding to circle the walls in the rain for cover rather than using the main, open entrance. They choose to go north along the wall.
41. They encounter a massive wall with a portcullis. Marina, using her "grit" ability, effortlessly lifts the portcullis, which is then wedged open by Sedaros and Dendor using iron spikes.
42. The party enters the servant's courtyard. They explore a carriage house, finding a clean, well-kept carriage but nothing of value inside. They decide to enter the keep through a wooden door, believing it to be a servant's entrance that will lead to Gertruda's well-appointed bedroom.
43. Marina shoulders open a swollen door, revealing a dusty room with a large table, a book, a broken door, and a staircase leading down. They also spot two skeletal figures. Cydaros reads a warning from a book on the table: "Please register for your own convenience and that of your next of kin." The party, wary of retribution, decides not to register and proceeds through the broken north door. They find another room with broken furniture and a narrow staircase ascending, which they take.
44. pstairs, they find a room with broken beds, a coffin-shaped wardrobe, and full-length mirrors. Astrid cautiously opens the wardrobe, releasing a yellowed white dress that begins to dance in the room. Unable to find further egress upstairs, and with no secret doors detected, the party finds themselves at an impasse.
45. Despite their initial reluctance to go down, the party decides to descend the stairs back to the lower level. They enter a hall filled with fog where a giant shadow and dark figure are seen approaching. To avoid being caught, they quickly duck into an unlocked door, entering a steaming hot kitchen with a huge, bubbling pot. A hunched, scaly man then enters the kitchen, questioning their presence.
46. Cydaros, thinking quickly, tells the man they are lost and asks for directions to their rooms. The man instructs them to follow him. He leads them into a corridor with an "elevator trap." He points them to specific areas on the floor, and as they move, portcullises drop, sealing them in. Sleep gas fills the compartment, causing Astrid, Dendor, and Cydaros to fall asleep, while Mariena and Ismark remain awake as the elevator ascends to a new area.
47. At the top of the elevator our heroes wake the sleeping party members and escape out the top of the elevator. Finding themselves in a new room, they open a window to get their bearings. A vampire notices the movement and goes to investigate.
48. The party hears the vampire coming and try to set up a trap for the creature. They can't seem to damage the vampire, so Dendor, in a last ditch effort, goes to turn the creature and manages to do so successfully.
49. the party runs from the room, going down the stairs, encountering a rug of smothering and having to fight it before continuing their exit. They manage to get to the next floor down, where they believe the living quarters would be, but encounter a swarm of rats. Most of the party makes it out of that chamber but Cydaros succumbs to the flesh eating rats. Our heroes are forced to leave him behind. With no healing spells left, the party is in a bad situation.
50. The party enters an abandoned dining room. It appears as though a wedding took place there long ago. The feast is molding on the tables, everything is covered with cobwebs and the like. No immediate threats.
51. They group goes to the west, entering a royal bath chamber and attached closet. They see that the tub is full of blood. they opt to not touch it. they note that the windows in the royal closet go out onto the ramparts. could be a good way to escape the castle without going down several floors of dangerous chambers.
52. The next room to the north is a royal bed chamber, there they find Gertruda. Who is under some sort of spell, assuming that the castle is grand, clean, and that she is a princess of royal blood. They realize that the ring she is wearing is making her believe those things. So the party gangs up on her, holding her down as they try to remove the cursed object. Eventually they pull it off and Gertruda gains some awareness. Understanding where she is and what danger she's in. But dazed.
53. The party runs to the rampart and escape the castle by lowering themselves down an outer wall during a storm, enduring minor injuries. The episode concludes with the party fleeing on horseback, having successfully rescued Gertruda.
54. The heroes successfully rescue Gertruda from Castle Ravenloft, scaling the outer wall and heading towards the front gate. They mount their horses, now with an extra horse due to the death of Cydaros.
55. The party gallops along the path, making two random encounter checks, both of which result in no encounters.
56. At the crossroads, Gertruda expresses her reluctance to return to the village of Bovia, given its recent hardships and her desire for independence. After a discussion, the group decides to take her to Vallaki, where they are staying, and send a message to her mother.
57. As the party continues their journey, they encounter seven twig blights. Despite the twig blights attacking their horses, the party decides to outpace them and gallop towards Valaki to avoid further conflict, given Ismark's injuries and the lack of healing spells.
58. The party arrives at Vallaki just as the sun is setting and the guards are closing the gates. They are initially denied entry at the east gate but manage to gain access through the northern gate by blending in with returning fishermen. They head towards the Blue Water Inn.
59. we rewind to follow Ireena's day at Vallaki while the rest of the party is going to castle ravenloft. She speaks with Danica, the innkeeper's wife, and later has a disturbing dream about Ismark and Count Strahd, waking up to a shadow in her room, which turns out to be her cloak. She calms herself and prepares for the day.
60. Ireena ventures out into the muddy streets of Vallaki. She enters the town square, noting the people in the stocks, and the statue of the unknown man on the fountain in the middle of the square. She discreetly offers some food to the people in the stocks but notices that someone goes to tell the guards. She quickly moves between buildings and enters a toy shop.
61. Blinsky's Toy shop is full of odd and toys, many with creepy twists to them. She notices a doll on display that looks just like her, and learns that the Captain of the Guard Izek is the one that had it commisioned. she purchases a doll to seem like a normal customer (a doll with a bag of heads that you can swap out on the body). Ireena asks a passerby about Izek and learns that he has a temper and is loyal to the burgomaster and to not get in his way.
62. Before returning to the Blue Water Inn, ireena visits the church once again to offer some prayers. On the way back to the Inn she encounters Lady Fiona Wachteur. Who invites her and her friends to tea at the Wachtur house. She hints that the city is in trouble, and that the right people could get it back on its feet again.
63. Ireena returns to the Inn to think about the day.
64. The party, including Gertruda, arrives at the inn. Ismark is wounded, and the party helps him to his room.
65. The party reveals to Ireina that Cydaros died in Castle Ravenloft. The group observes a moment of silence and offers a prayer for their lost friend, sharing a drink in his memory.
66. The next morning, at breakfast, the innkeepers, Danica and Irwin, act suspiciously friendly, leading the party to realize they are being watched or are known by the innkeepers.
67. The party decides to split. Dendor, Astrid, Ireina, and Gertruda go to the Church of St. Andrel to pray and find a safe place for Gertruda. Marina and Ismark go to find provisions for Gertruda. The DM also expresses a desire to implement a "social tracker" for character relationships.
68. While searching for provisions, Marina and Ismark discuss Sedaros's death and Ismark's father's death. Their shared grief and conversation strengthen their bond.
69. Dendor, Astrid, Ireina, and Gertruda visit the church. They find Father Lucien, who is determined despite the darkness. After offering prayers, Father Lucien reveals that the church's reliquary, containing a holy relic, has been stolen from the basement, leaving them vulnerable to attack.
Characters
Cadaros (Wizard, Elf, Level 3) Died in Castle Ravenloft
Spells: Floating Disc, Light, Detect Magic, Magic Missile (L2), Knock (L3).
Sophisiticated voice.
Description: Rune tattooed adept.
Doesn't want anything to do with the rest of Barovia. Somewhat smitten with Ireena on sight. Has Gertruda's creepy doll.
Died by being eaten by rats.
Dendor (Priest, Dwarf, Level 3)
Spells: Turn Undead, Protection from Evil, Cure Wounds, Holy Weapon, Augury.
Deity: Madeera, the first manifestation of law.
Deep Grumbling Voice.
Danced at the Vistany Camp
Mirena (Fighter, Human, Level 2)
Description: Hard-hitting fighter with a long sword and shield.
Intentional voice. Determined.
Danced at the Vistani Camp.
Astrid (Priest, Halfling, Level 2)
Spells: Turn Undead, Cure Wounds, Protection from Evil, Shield of Faith.
Deity: St. Terragnis (Lawful, embodiment of righteousness and justice).
Softer voice, innocent. Kind.
Witnessed her own body hanging at the gallows.
Count Strahd Von Zerovich
Curious about the party. Treated them kindly.
Ismark called him "the Devil".
Ismark Kolyanovich (Ranger, Barovian, Level 2)
Local man that is speaking to the party in the Blood on the Vine Tavern. Sister is prayed upon by the vampire Strahd von Zerovich.
Barovian accent. Mild. Beaten.
Lied about why Father Donovich told him that FD would be watching for him in the dark and mists.
Ireena Kolyana (Priest, Barovian, Level 2)
Woman who has fallen victim to a vampire attach.
Barovian accent. Scared. Determined. Desires to be bitten again, to some extent. Confused?
Does NOT know that Doru was vampirised and killed at the hands of the party.
Burgomaster Kolyan Indirovich
Burgomaster of the Village of Barovia. Dead, heart gave out after days of nightly attacks by Strahd's minions.
Now buried in the tomb of his ancestors at the Village of Barovia's cemetary.
Madam Eva
Met at the Tser Pool near the village of Barovia.
Read their fortune (see log 17).
Urwin
Danika
Bray & Brom
Father Lucian
Hunched Man in the Castle
Female vampire with Skull Mask.
Locations
Rularn (Metropolis)
Danger Level: Deadly.
Hexes: Surrounded by deadly grassland.
Districts:
Temple District (Forbidden Shrine)
Slums (Criminal Safe House)
Low District
Castle District (Coliseum, Royal Castle)
Artisan District
Market District
University District
POI (Wealthy Shop): The King's Finery (Antiques and Curios), run by Kirwin (Elderly, Eccentric Elf).
Barovia
The land the heroes have found themselves in. A lot of fog. Vampire problem?
Village of Barovia
Sobbing can be heard. Lots of closed up buildings. Oppressive atmosphere.
Bloon on the Vine Tavern:
Ran by three brightly dressed people's. These are called Vistani. They are spies and servants of Strahd.
Met Ismark there.
Sobbing:
Mary. Lost her daughter Gertruda. She escaped from being essentially under house arrest. Her mother being the constable. Cyrados took possession of Gertruda's old doll. A horrid little thing with an uncanny leer.
Vallaki
A town rumored to be safe from Strahd. The heroes are going to be heading there soon.
the Blue Water Inn: An inn of decent size run by a family. Urwin, Danika, Bray, and Brom.
The Town Square: A great wicker sun is being made. there are people in the stocks, arrested for malcious unhappiness.
Tser Pool
A pool near the road between The Village of Barovia and Castle Ravenloft. Vistani camp near it regularly.
Open Threads
1: Father Donovich wants revenge against Ismark.
2: Get Ireena to the safety of Vallaki.
3: Get Horses for the travel to Vallaki.
4: Find some way to escape Barovia.
5: Send a note to Mary that Gertruda is safe.
6: See about visiting with Lady Fiona?
7: Get the Relics for the Church of St. Andral.
8:
Treasures