• Curse of Strahd, Session 1 (spoilers)

    From Mortimer Houghton@mortimer@VivoBook.X512D to rec.games.frp.dnd on Tue Jan 13 15:41:34 2026
    From Newsgroup: rec.games.frp.dnd

    I have converted Curse of Strahd to Pathfinder Second Edition, this is our campaign. We have a party of four adventurers: Costin "P-ac-alici" Vaduva, a clever, but slightly mysterious Swashbuckler; Gideon Driscoll
    "The Phantom Walker", a Bard of some renown in the region; Reduvia, aka
    "Lady Mantis", a young and somewhat naively pretentious Monk; and Zoaphiel Valisynzarin, a determined Investigator driven to find the truth.

    I decided to use the Plea for Help hook, since it fit nicely with the
    the possibility of other clues left in CoS (namely, finding the authentic letter from Burgomaster Indirovich). This was especially true since the party has an Investigator and it would be good to play up these elements. Zoaphiel the
    investigator was in fact the one who detected poor Olensky and promptly compared
    the contents and handwriting, so that part is proceeding well.

    The group then began to hear that the wolves, who until this point had been only sporadically howling in the distance, begin to draw closer. They decided that beating a hasty retreat back to the gates of Barovia the wiser course,
    but unfortunately, the wolves proved too fast and confronted them along the road, blocking the way back. Noticing that the wolves didn't seem interested in approaching the group, but only in blocking the way, they turned back and proceeded to the only known destination in the land, the Village of Barovia.

    On the way, there was a random encounter, and it took an unfortunate roll of the dice. The group stumbled upon a group of six werewolves. Clearly this would be the end if the lycanthropes decided to fight, as at this point, they were still level 1. Instead, the werewolves exchanged questions and answers with
    the group, the werewolves mostly interested in learning that this was Strahd's latest playthings and the group trying, unsuccessfully, to gather more information about the situation in the Village. The werewolves played up their simple trapper identification and claimed that they had only vague knowledge of what "townies" were up to, but did seem to show signs of discomfort when questioned about the vampire or why it was they didn't often go to town (because they are werewolves). The werewolves parted ways with the party with a vague farewell that could be taken as either threat or potential friendship.

    After this, they arrived without event at the Village, where we immediately transported them to the dungeon of the Death House, as the first half had been run by the group multiple times as a test for my conversion. They wisely pulled the ghoul encounter into a bottleneck to keep from being overwhelmed, and the Gideon the bard cast a clever Illusory Object to create a barrier between the group and some of the ghouls, with one ghoul in particular struggling with the perception check to disbelieve the illusion. Lady Mantis the monk, their only significant frontline presence, successfully handled most of the attacks and the group weathered the assault well.

    In the shrine, the shades were no match for the group and quickly dispatched. The investigator easily found the secret door, but the group didn't explore the ladder yet, as they opted to check the door to the west, where the mimic's deception proved too clever for the investigator to detect.

    Lady Mantis attempted to open the door, only to discover that her hand was being
    drawn in rather than the door moving. Both the mimic's reaction strike and it's first attack after initiative was rolled dealt considerable damage to the monk, but she fought on bravely until finally the mimic swallowed her. She valliantly carried on from within, but lacking access to either piercing or slashing damage, she could do nothing to affect her escape, and after two rounds of digestive acid damage succumbed and began her death saves.

    Gideon, who had bravely tried to help Lady Mantis, was the next victim. He was quickly felled by two powerful pseudopod strikes (the mimic's mouth currently occupied by the monk). Thankfully, Zoaphiel came to the rescue and was
    able to finish off the mimic with a critical strike from her light pick.

    This ended the session, as the group busied itself with recovering it's members from the trauma of the battle.

    The group was granted all treasures from the first part of the Death House: Here is the equipment from that:
    Steel Shield w/ shield boss
    +1 longsword
    +1 heavy crossbow w/ 20 bolts
    +1 crossbow w/ 20 bolts
    +1 hand crossbow w/20 bolts
    Cantrip Deck (Full Pack) but Scatter Scree for Dancing Lights since the pf2e remaster makes this the same as the Light Spell
    Full Plate armor
    Hooded Lantern
    Writing Set
    Leather armor
    Scroll of Bless (Rank 1)
    Scroll of Cleanse Affliction (Rank 2)
    Scroll of Spiritual Armament (Rank 2)
    Ventriloquist's Ring (+1 to Deception skill)
    Pendant of the Occult (+1 to Occult skill)
    Bracelet of Dashing (+1 to Acrobatics skill)
    Bracer of Missile Deflection
    Doubling Rings
    Shining Symbol (+1 to Religion skill)

    Treasure found during the session:
    72 gold worth of coin and other valuables
    Crafter's Eyepiece (+1 to Crafting skill)
    +1 Silver Shortsword
    --
    There are the known knowns, things we know we know; and the known
    unknowns, things we know we do not know; but there are also the
    unknown unknowns, those things we don't know we don't know...but
    what about the unknown knowns, things we do not know we know?
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  • From Mortimer Houghton@mortimer@VivoBook.X512D to rec.games.frp.dnd on Wed Jan 21 03:05:50 2026
    From Newsgroup: rec.games.frp.dnd

    We return to the Death House this session with our heroes: Costin
    "P-ac-alici" Vaduva (Swashbuckler), Gideon Driscoll "The Phantom Walker" (Bard), Reduvia "Lady Mantis" (Monk), and Zoaphiel (Investigator).

    Having just discovered the secret door leading to the passage back to the
    Den of Wolves, the group makes careful note of it in case the need arises
    for a quick exit out of the dungeon level of the house. They then carry on their investigation of the first level of the dungeon before finally
    descending to it's depths. However, the two cult leaders, now malevolent ghasts, strike hard at the group, and three of them are at various points
    in the fight knocked unconscious, with Gideon being the only one not
    downed. However, due to some timely healing, the group manages to overcome
    the undead and uncovers more valuable loot, including some powerful cloth armor.

    Following the sound of cultic chant, they at last descend into the depths
    of evil and, after some minor detours in the nearby prison block, enter the ritual chamber. Here they are incredibly cautious, yet, despite their precautions, were unable to discern the nearby lurking shambler.
    Eventually, Lady Mantis takes a leap onto the dias, which prompts the
    restless phantoms of the cult to cry out that, "One must die!". Refusing
    the demand, the group momentarily catches the attention of Strahd, whose disembodied voice comments that theirs was an interesting choice, but that
    he would now see if they could survive it.

    After this brief commentary, the cult cries out to Lorghoth the Decayer to
    fall upon the group for their infidelity and the shambler rises out of the refuse and moves to attack. The group briefly attempts combat, but soon realises they are outmatched by this foe and quickly begin to retreat
    towards the first floor of the mansion. Tragically, not all of them were
    as quick to react, with Costin pausing his retreat to try and aid Lady
    Mantis in battling the beast. This delay proved costly, however, when he
    was caught by Lorghoth and struck down by a single mighty blow from which
    he could not recover, especially with the hope of aid vanishing with his
    allies rapid retreat.

    After some deft attempts at navigating the deadly blades that replaced the doors after the rejected ritual, the group at last escaped the Death House
    and were able to briefly mourn the loss of their compatriot. Time was
    running out, however, as the sun began to set and the group needed to see
    what could be discovered in the village. They quickly made their way to
    the village square, where they found a sparsely populated tavern and
    another clue, this time in the form of a person. It was none other than
    the son of the Burgomaster, whose letter supposedly drew them into the
    land of Barovia in the first place. Speaking quickly with them, Ismark Kolyanovich discerned that despite the deception, these people could be
    the ones he hoped for, people strong and brave enough to rescue his sister
    from the clutches of the lord of the land, Count Strahd the vampire.

    Here the session ends with the group resting at the manor of the
    burgomaster. The group seems willing to take up the quest, but Ireena
    Kolyana complicates it by insisting that her adoptive father, the
    burgomaster, be given proper last rights, having recently passed away. Our
    next session will also introduce a new hero, a native to the village of
    Barovia and a stalwart friend of Ismark and Ireena.
    --
    There are the known knowns, things we know we know; and the known
    unknowns, things we know we do not know; but there are also the
    unknown unknowns, those things we don't know we don't know...but
    what about the unknown knowns, things we do not know we know?
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Wed Jan 21 11:37:15 2026
    From Newsgroup: rec.games.frp.dnd

    On Wed, 21 Jan 2026 03:05:50 -0000 (UTC), Mortimer Houghton <mortimer@VivoBook.X512D> wrote:



    We return to the Death House this session with our heroes: Costin >"P-ac-alici" Vaduva (Swashbuckler), Gideon Driscoll "The Phantom Walker" >(Bard), Reduvia "Lady Mantis" (Monk), and Zoaphiel (Investigator).

    I know the write-up of your first session didn't get much response
    here, and I doubt this one will either. But for what it's worth, even
    if I don't have any specific commentary about your adventure, I do
    enjoy reading these and hope you will continue to do these write-ups.
    Don't let the lack of people replying imply that we aren't reading
    your articles! At the moment, it's the closest I'm actually getting to
    a table-top game! ;-)

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  • From Mortimer Houghton@mortimer@VivoBook.X512D to rec.games.frp.dnd on Wed Jan 21 18:13:56 2026
    From Newsgroup: rec.games.frp.dnd

    Spalls Hurgenson <spallshurgenson@gmail.com> writes:

    I know the write-up of your first session didn't get much response
    here, and I doubt this one will either. But for what it's worth, even
    if I don't have any specific commentary about your adventure, I do
    enjoy reading these and hope you will continue to do these write-ups.
    Don't let the lack of people replying imply that we aren't reading
    your articles! At the moment, it's the closest I'm actually getting to
    a table-top game! ;-)

    Thanks. I will continue to do so.
    --
    There are the known knowns, things we know we know; and the known
    unknowns, things we know we do not know; but there are also the
    unknown unknowns, those things we don't know we don't know...but
    what about the unknown knowns, things we do not know we know?
    --- Synchronet 3.21a-Linux NewsLink 1.2
  • From Justisaur@justisaur@yahoo.com to rec.games.frp.dnd on Thu Jan 22 11:35:16 2026
    From Newsgroup: rec.games.frp.dnd

    On 1/21/2026 8:37 AM, Spalls Hurgenson wrote:
    On Wed, 21 Jan 2026 03:05:50 -0000 (UTC), Mortimer Houghton <mortimer@VivoBook.X512D> wrote:



    We return to the Death House this session with our heroes: Costin
    "P|a|Ac|a|Alici" Vaduva (Swashbuckler), Gideon Driscoll "The Phantom Walker" >> (Bard), Reduvia "Lady Mantis" (Monk), and Zoaphiel (Investigator).


    Sorry, I had "Wall of Text" hit me and didn't get more than a few
    paragraphs. I'm not sure if there's something you can do to make them
    more readable, Spalls can probably comment on that better than I or if
    I'm just a lazy reader. I know I'm being hypocritical since I always
    want people to read my game reports when I make them. I'll go off and
    die of embarrassment now.

    I know the write-up of your first session didn't get much response
    here, and I doubt this one will either. But for what it's worth, even
    if I don't have any specific commentary about your adventure, I do
    enjoy reading these and hope you will continue to do these write-ups.
    Don't let the lack of people replying imply that we aren't reading
    your articles! At the moment, it's the closest I'm actually getting to
    a table-top game! ;-)

    --
    -Justisaur

    |+-|+
    (\_/)\
    `-'\ `--.___,
    -|-4'\( ,_.-'
    \\
    ^'
    --- Synchronet 3.21a-Linux NewsLink 1.2
  • From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Fri Jan 23 18:25:01 2026
    From Newsgroup: rec.games.frp.dnd

    On Thu, 22 Jan 2026 11:35:16 -0800, Justisaur <justisaur@yahoo.com>
    wrote:
    On Wed, 21 Jan 2026 03:05:50 -0000 (UTC), Mortimer Houghton
    <mortimer@VivoBook.X512D> wrote:


    We return to the Death House this session with our heroes: Costin
    "P-ac-alici" Vaduva (Swashbuckler), Gideon Driscoll "The Phantom Walker" >>> (Bard), Reduvia "Lady Mantis" (Monk), and Zoaphiel (Investigator).


    Sorry, I had "Wall of Text" hit me and didn't get more than a few >paragraphs. I'm not sure if there's something you can do to make them
    more readable, Spalls can probably comment on that better than I or if
    I'm just a lazy reader. I know I'm being hypocritical since I always
    want people to read my game reports when I make them. I'll go off and
    die of embarrassment now.


    Wow, recommending me as a fix to extra-long essays is sort of like
    suggesting, I dunno, asking Margaret Thatcher on how to help the
    working class. I'm infamous* for my long diatribes that frequently
    veer off course on unusual tangents, and for my weird sentence
    structure filled with hyphenated/parathensized/footnoted asides. My
    writing is so convoluted that often even _I_ lose track of what I'm
    trying to say. So if you want clarity on writing, I may not be the
    best first choice ;-)

    But if I had to give (almost certainly unwanted) advice to Mortimer,
    I'd recommend the following:

    a) a summary of what went on before to remind readers,
    because we're all forgetful and old and easily
    distracted and, oh, was that a squirrel?

    b) an overview of the current session (e.g. "in this session,
    the heroes mainly were involved in exploring the world and
    learning about the factions involved. They also found clues
    as to who the villain was, and entered their first dungeon"),
    either as summary to the overall write-up, or ahead of each
    new section

    c) (optional) how this session fits into the overall quest.
    (e.g. "The players are still at the very start of the quest
    which will ultimately pit them against Bob the Evil Demon,
    who lurks in Castle CurseBlood. They need to meet up with
    Frank the Holy Priest who will start them onto the quest
    to find the magic hairpin that is the sole weapon that
    can kill Bob."

    [The latter might be problematic, however, if there is a
    possibility your players might read it. You don't want to
    give away anything. Use at your discretion.]

    The idea is that we as readers sort of want a theme and direction that
    helps everything make sense. Even if, players being players, there
    might not actually be much in the way of actual theme or direction.
    Players do like to dick about a lot. ;-)

    But it makes it more interesting to present it that way to readers.

    IMHO. YMMV. WOTTOMH. IHIDWIATABSTEISWALGOS. AAF!**












    * in my own mind, at least.

    ** In My Humble Opinion.
    Your Milage May Vary.
    Written Off The Top Of My Head.
    I Have No Idea What I Am Talking About So Take Everything
    I Say With A Large Grain Of Salt.
    Acronyms Are Fun!


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  • From Mortimer Houghton@mortimer@VivoBook.X512D to rec.games.frp.dnd on Sun Jan 25 05:23:58 2026
    From Newsgroup: rec.games.frp.dnd

    Spalls Hurgenson <spallshurgenson@gmail.com> writes:

    But if I had to give (almost certainly unwanted) advice to Mortimer,
    I'd recommend the following:

    I'll see what I can do to make it more entertaining and palatable.
    --
    There are the known knowns, things we know we know; and the known
    unknowns, things we know we do not know; but there are also the
    unknown unknowns, those things we don't know we don't know...but
    what about the unknown knowns, things we do not know we know?
    --- Synchronet 3.21a-Linux NewsLink 1.2