The geography of our misfortune.
- The Land of Barovia — start here: Ismark’s map, the rules of this land, and every place we’ve heard named.
- Death House — the house that started it. Gone into the mists.
- Village of Barovia — tavern, church, shop, and a great deal of grief.
- The Road West — the one road, and what hunts along it.
- Tser Pool Encampment — the Vistani camp, and the tent where our fates were read.
- The Windmill — pies, hags, a henge, a silver net. We fought; we lost; we owe it a return visit.
- Vallaki — the walled town at the road’s end. Mandatory festivals, registered broom handles, smiling guards — and now our writs, our hostage, and our six-coffin secret. We are here. All will be well.
- The Blue Water Inn — the warmest room in Barovia, and our beds. Also Roger, the bard, and a family of wereravens running an information hub.
- St. Andral’s Church — the finest building in town, missing the one thing that shielded the whole city. Keep the secret.
- St. Andral’s Orphanage — twenty children, a cursed groundskeeper, a padlocked attic. Demon-free as of Session 8. You’re welcome.