Session 6
After their well deserved rest, the party meets Ismark downstairs, they each take up a spot helping carry the coffin, and make their way across town to meet Donavich for the funeral, leaving Ireena at home with Shalooti for safety.
At the church, the party is met with some screaming, and begging for food coming from the basement. Ismark tells the group that this is Donavich's son Doru who was turned by Strahd a little over a year ago. Donavich keeps him locked in the basement.
After interrupting his endless praying, Donavich leads the party to the cemetery where he offers prayers to The Morninglord for Kolyan Indirovich's deliverance from Barovia.
While the rest of the party has their heads bowed in prayer, Elora notices a shadowy figure standing outside the cemetery gates. She sneaks off from the party and approaches.
Upon greeting the man, she realizes that it's actually Strahd who has come to pay respects to the late Burgomaster. Strahd is surprised when Elora approaches, but quickly regains his cool. He already knows her name, but asks about her relation to the Burgomaster. He tells her that he looks forward to meeting in the future under better circumstances, then immediately turns in to a bat and flies off.
Donavich pulls Bardolf aside and begs him to take Ireena far away from this village, and recommends they take her to the Abbott at the Abbey of Saint Markovia in Krezk. Bardolf swears he will get vengeance by "holding a candle under Strahd's nuts". Donavich gives Bardolf his last candle to support his cause.
Elora tells the party about her encounter, and concerned for Ireena's safety, they begin running back to the mansion. Upon arrival, they find Mary Swilova banging on the door. Anakir attempts to send her a message which she interprets as voices in her head, and proceeds to become unresponsive. Anakir provides some shock therapy.
As the party is finishing up their packing, Anakir suddenly finds himself eating another pie. He tries to stop, but cannot.
Bardolf introduces the party to his brand new invention, Metarlos, the metal, and magically enhanced version of Carlos. Bardolf leaves Carlos with Ismark who thanks him greatly, saying that if things go poorly in the village, the townsfolk will at least have some food. Bardolf warns Ismark against eating Carlos.
The party leaves Barovia Village and makes their way toward Tser Pool.
They come to a fork in the road that has a gallows and graveyard off to the side. Upon inspecting the graves, Bardolf finds 11 blank tombstones, one of which he engraves in memory of his father. Bardolf is also surprised to see the he himself now hangs in the once empty gallows.
After a quick break, the party then continues their journey toward Tser Pool. Nearing the end, Pelanil notices wolves lurking in the woods. The party is able to quickly dispatch them all, with only Pelanil taking damage. We learn that Ireena is trained with the rapier, but is not all that great. Regardless, she's incredibly set on helping the party the best she can.
In early evening, the party arrives at the outskirt of the Vistani camp at Tser Pool. Shalooti immediately runs up to the fire to roast the wolf leg she harvested for Lancelot. The party is met by an intoxicated Arahja, a Vistana who does not seem at all like the others they have encountered thus far. He encourages the group to go see Madam Eva.
Madam Eva calls out to the party before they enter the tent, and when they do, she addresses each of them by name. She asks if the party would like to know their future, and they agree to a tarokka reading.
Madam Eva rolls out a sheet of black velvet on her table, takes out a crystal ball, and a deck of cards. She splits the cards into two piles and explains that one deck is the common deck and one deck is the high deck.
She draws the following cards and gives the corresponding descriptions:
7 of Stars -- Illusionist
This card tells of history. Knowledge of the ancient will help you better understand your enemy.
A man is not what he seems. He comes here in a carnival wagon. Therein lies what you seek.
1 of Swords -- Avenger
This card tells of a powerful force for good and protection, a holy symbol of great hope.
The treasure lies in a dragon's house, in hands once clean and now corrupted.
8 of Glyphs -- Bishop
This is a card of power and strength. It tells of a weapon of vengeance: a sword of sunlight
What you seek lies in a pile of treasure, beyond a set of amber doors
Broken One
This card sheds light on one who will help you greatly in the battle against darkness.
Your greatest ally will be a wizard. His mind is broken, but his spells are strong
Innocent
Your enemy is a creature of darkness, whose powers are beyond mortality. This card will lead you to him!
He dwells with the one whose blood sealed his doom, a brother of light snuffed out too soon.