He Is The Land A Curse of Strahd actual play

The geography of our misfortune

Places

Everywhere the road has taken us in Barovia, and everywhere we have been warned about.

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Where we have been

  1. Death House The tall, narrow house at the top of an impossible staircase, where the mists delivered us. It armed us, lied to us and demanded a life. We refused. It is gone now. First walked in Session 1
  2. Village of Barovia The village of Barovia, in the valley of Barovia, in the land of Barovia. Twitching curtains, a silent tavern, a church with an empty crypt, and the castle looming over it all. First walked in Session 4
  3. The Road West The one road there is: through the gates of the Strahd empire, past lights that cry for help and a stone that knows Fëanor's family, four days west to Vallaki. First walked in Session 4
  4. Tser Pool Encampment Firelight, fiddles and the first laughter we heard in Barovia. The Vistani camp where we drew our fates on black velvet, and where the bacon was real. First walked in Session 5
  5. The Windmill A leaning windmill on a rise, a day west of Tser Pool: fresh pies on the air, old standing stones behind it, and three hags in the doorway. We fought them here, and lost. First walked in Session 6
  6. Vallaki The walled town at the end of the road west: registered weapons, mandatory festivals, guards with serial numbers and stocks that are never empty. All will be well. It wasn't, and we are partly why. First walked in Session 7
  7. The Haunted Lake The big lake north of Vallaki, and once the town's fishery. Four years of a wailing woman and no fishing. We got there at last, and found Bluto throwing a girl in a sack into the water. First walked in Session 16
  8. The Vistani Camp Aragal's camp, two hours north of Vallaki on the road to the lake. We came with a present for his daughter and found the whole camp out looking for her. First walked in Session 16

Heard of, never walked

Secondhand knowledge. Treat as rumour until we walk it.