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Schick uns eine Nachricht!Fast ein Jahrzehnt lang haben wir uns regelmäßig in die Nebel von Barovia eingeloggt – jetzt ist die Kampagne tatsächlich vorbei. In dieser Folge blicken wir zurück auf unsere Curse of Strahd-Reise: Wie spielt man zehn Jahre lang ein einziges Pen & Paper? Was hält eine Gruppe so lange zusammen? Und was bleibt, wenn der letzte Würfel gefallen ist?Charaktere, die uns ans Herz gewachsen sind (Druiden-Wildshape-Exzesse inklusive
"... and once the great forges of dwarvkin burn no morethe frozen passages and snowkin will once more take Nottthis time Lemminkäinen will know no equal as his frostand these shall be known as the end of days.And on these days the children of Hus shall see the endthe end of all things but one:even at the end of time Lemminkäinen's wrath will remain."If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
CAMPAIGN FINALE! The Triplets meet with the Manager of Barovia and prepare to lodge the ultimate complaint. Jens gets defensive, Nyack shows his glass, and Onyx unleashes shell as the Trinyvale X Strahd crossover CONCLUDES! Thanks so much for listening and supporting the show!Get tickets to our Radio City and Sydney Opera House shows HERE!CREDITSEditing by Brian Murphy & Caldwell TannerProduction and Sound Design by Daniel Ramos (@Schubirds on IG)Logo Design by Chelsea LeCompteMUSIC INCLUDES:"Trinyvale Opening Theme" by Emily Axford"The Gate" by Emily Axford“Strahd” by Emily Axford“Moonsick” by Emily Axford“Oh Melora” by Emily Axford“Lights Out” by Emily Axford“Barovian Tango” by Emily Axford“Half Brothers” by Emily Axford”“A Memorable Feast” by Emily Axford“TechGnomek” by Emily Axford“Obsidian” by Emily Axford"The Night Lotus" by Emily Axford"The Shard" by Emily Axford“The Journey of the Three” by Jens Christian Tvilum"Trinyvale Closing Theme" by Emily AxfordSee Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
Admiral Cutter,I am pleased to report that while tests are still ongoing we have had incredible initial success. Your tabaxi scientist Crawls-Trough-Walls and the rest of his team believe they are close to isolating whatever element within the Blue Blood that disconnects a subject from the weave and the future. Dr Crawls has demonstrated capabilities of reducing the divinable qualities of a square block of stone to near zero. The object defies even practised divination attempts. The team are saying that live trials may be next. Whatever you have gained here has leapfrogged our research by decades.Your humble servant,Lt HiramIf you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
With the true enemy revealed, the Azran Expedition must race against time and their own minds to find the root of Barovia's corruption. Gain access to an exclusive campaign, Shroud Over Saltmarsh, over on Patreon: https://legendsofavantris.com/patreon The Crooked Moon, a folk horror supplement for 5e, is available for preorder! Get the Crooked Moon at: https://thecrookedmoon.com/ Watch more D&D adventures in the world of Avantris live on Twitch: https://www.twitch.tv/legendsofavantris Check out our merch store: https://shop.legendsofavantris.com Join our community on Discord: https://legendsofavantris.com/discord Watch our many campaigns on YouTube: https://legendsofavantris.com/youtube All other links: https://linktr.ee/legendsofavantris Watch the full episode here: https://youtu.be/NnlQNXyvgxA?si=jRODTLS62YqrWlW7
Cosa rende una fazione memorabile in D&D? Non le statistiche. Non il loot. Ma il modo in cui si lega ai temi della campagna.In questo episodio analizziamo cinque fazioni oscure di Curse of Strahd — lupi mannari, druidi corrotti, streghe, una megera immortale e un popolo in estinzione — e scopriamo cosa le rende impossibili da dimenticare: tutte quante raccontano la stessa storia, da angolazioni diverse.Seconda parte dell'analisi sulle fazioni. Se non avete visto la prima, partite da lì.
Y'know, folks like to say Pip is wholly without confidence. That he don't know how to make a decision. In some ways they're right I guess. 'Cept when it's him against a monster. Thats a different Pip altogether. When that crossbows pumpin' and he's making tough calls with teeth on his neck, thats a different Pip. I reckon folks see what I see then, I reckon they see him for real.If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
Le fazioni di Barovia nascondono un segreto inquietante. Non è chi sono o cosa vogliono... È come gestiscono la memoria.In questo episodio esploriamo i Vistani, Vallaki, Krezk, la Chiesa del Signore dell'Alba, i Custodi della Piuma e i Cavalieri di Argynvostholt. Quello che abbiamo scoperto ha cambiato il modo in cui vediamo La Maledizione di Strahd.Perché i Vistani non raccontano mai del mondo esterno? Perché Vallaki organizza festival obbligatori? Perché Vladimir Horngaard odia chi vuole uccidere Strahd?La risposta è sempre la stessa: la memoria. Chi dimentica sopravvive. Chi ricorda troppo impazzisce. E chi tace... è davvero libero?I nostri link
Grugrog's Famous Cure. After slaying a rather large beastie that's been terrorising the town, the discerning adventurer would be remiss to not partake in a night of debaucherous revelry! This, in turn, can bring on a head-shattering hangover to slay even the great Tiamat. To get that hangover under control, we recommend a hearty breakfast, and the best hearty breakfast comes from the all-in-one adventure's favourite: The Owl-Bear. Eggs, meat and (if you're up for it) milk can all be collected and/or harvested from one or two owl-bear caves. We highly recommend enriching an owl-bear egg scramble with owl-bear milk and served with owl-bear sausages. However, if owl-bear milk is too much trouble to acquire (if the owl-bear is not lactating or is a male of the species (WARNING: DO NOT ATTEMPT TO MILK A MALE OWL-BEAR THIS WILL JUST MAKE THEM ANGRY AND THE RESULT IS NOT WORTH IT)) a simple breakfast of a single owl-bear egg (raw) and owl-bear steak (medium to medium-rare) has more than enough nutrients and vitamins to fight off any emerging hangover. Of course you could always chug a health potion. If you're a coward.If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
Session Twenty-Six picks up at a moment where survival has stopped feeling temporary. By now, the party understands that Barovia doesn't reset between victories. Vallaki, once a place to rest and resupply, has become hostile ground. We're no longer visitors. We're trespassers.The objective is narrow and urgent: recover the Amulet of Ravenkind. Losing a relic capable of harming vampires in Strahd's domain isn't a setback. It's a liability. Lady Fiona Wachter, newly installed as Vallaki's burgomaster, is the most likely person holding it. Her family predates Strahd's rule, and in Barovia, old families tend to survive by making old bargains.We enter her house through the basement. That alone says something about how this campaign has shifted.The cellar looks ordinary until it isn't. Eight skeletons tear themselves out of the dirt floor, remnants of people who likely believed Vallaki was safer than the road. The fight is quick and decisive. What would have been a near-death struggle earlier in the campaign is handled with efficiency. Not confidence. Experience.Radley, the human fighter, has fully settled into his role as an Eldritch Knight. Early in the campaign he relied on armor and luck. Now he holds ground deliberately, mixing blade work with defensive magic. Urihorn, the halfling ranger who no longer casts a shadow, controls distance and terrain, his connection to his animal companion reinforcing a steadiness Barovia hasn't yet taken from him. Daermon, the arcane trickster, turns positioning and timing into damage. Perlan, the monk newly arrived to the valley, already fights like someone who understands that hesitation gets you killed here.After the skeletons fall, we notice something worse than the combat itself: signs of frequent foot traffic worn into the dirt. A wall rotates, revealing a hidden chamber. Five chairs sit around a pentagram. No bodies. No ritual in progress. Just evidence that this house hosts meetings, not accidents.That's Lady Wachter's real danger. Not sudden violence, but organization.Outside the house, the tension shifts from combat to consequence. Ismark, burgomaster of Barovia Village and brother to Ireena, presses us for answers we've been avoiding. Until now, we've lied to him about his sister's fate. Not out of cruelty, but because the truth in Barovia doesn't bring closure. It brings reckless action.The lie collapses anyway.Radley carries that moment harder than most. He's now the only survivor of his original party. Everyone else from those early days is dead. Burned. Taken. Left behind. He isn't still alive because he's exceptional. He's alive because he adapted.At the end of the session, the party reaches Level 7.Mechanically, this is a meaningful step. Fighters gain stronger combat options. Rogues and monks become harder to pin down. Spellcasters unlock deeper resources. Everyone gains resilience and flexibility.Narratively, the level-up marks something quieter: we're no longer reacting. We're preparing.Session Twenty-Six doesn't end with a win. It ends with clarity. Vallaki is compromised. Lady Wachter is entrenched. Strahd is still ahead of us.And whatever comes next won't be handled politely.In Barovia, that's progress.
A vivid conversation strikes out between two former paladins over an evening meal and takes an interesting turn when one quizzes another about their values and worldviews.If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
"It's just a castle," Pirrin mutters the mantra under his breath while scaling a wall, "living people don't guard ghosts," Pirrin whispers while slitting a knights throat. "Just a normal castle" Pirrin insists moving from shadow to shadow counting the steps between guard patrols."Hecktor would kill any ghosts if he saw them."Pirrin's breath catches in his throat as a long black cloak glides around a corner-- his mind wild and near panic. Feeling like he might throw up his own heart Pirrin's muttering slips between false prayer and genuine swearing as he catches a closing side door before it locks."Ghost's can't hurt--" Pirrin stops suddenly. Laughter and the smell of wine. "Is that a flipping dinner party?"If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
Barovia does not kill you all at once.It lets the mountain do the arguing.Sessions Twenty Four and Twenty Five began with the kind of fragile optimism that only survives when everyone is too tired to argue with it. We had stew at the Wizards of Wine. We had candles. We had a plan. Urihorn had no shadow, having traded it for a mist-token in one of Barovia's quiet, transactional horrors. Nobody liked that, but nobody said no. That is how corruption enters a party. It doesn't knock. It waits for exhaustion.Urihorn returned from the woods riding a mountain lion. Not summoned. Bonded. As if nature itself had decided he was still worth something. We left the winery and headed for Mount Ghakis, following a Tarokka prophecy that had been gnawing at us for weeks. The Amber Temple waited above the clouds. So did whatever it takes from you.At Tsolenka Pass, we found green fire burning in a gatehouse, an unnatural barrier that incinerated anything that touched it. Beyond it stood a lonely tower and a narrow bridge swallowed by fog. It looked like a checkpoint designed by something that hates hope.Two vrocks descended from the sky. Vulture demons with wings like funeral banners. Their screams stole our breath. Their spores stole our bodies. The fight was brutal and fast and unfair.Traxidor, our cleric, fell.No speech. No miracle. Just a body on cold stone while the wind kept moving.We cremated him in the green flame because there was nowhere else to put the dead on a mountain that eats people.We turned back.On the road to Barovia Village, we tried to save a young woman being taken to Castle Ravenloft. We attacked the guards. We cut her loose. And then the cart ran downhill. Too fast. Too heavy. It went off the road and took her with it. Good intentions do not stop physics in Barovia.In the village, we found water instead of wine and a new companion, Perlan Goodshadow, a monk with sense enough to listen when the world tells you it is dangerous. We lied to Ismark about his sister Ireena because telling him the truth would have killed him faster than Strahd ever could.He insisted we return to Vallaki.The guards wouldn't let us in, so we climbed the walls like criminals, because that is what heroes become here. We slipped into Lady Wachter's estate through the basement and were met by rising skeletons. We destroyed them quickly. Not because we were strong. Because we were changed.Behind a rotating wall, we found a hidden chamber. Five chairs. A pentagram. A room waiting for a meeting we were not meant to attend.Barovia keeps receipts.And we are starting to owe it things.That is where these sessions ended. Not with victory. With a door opening into something patient and hungry.And the worst part is that none of us is surprised anymore.
In questo episodio di **Due Draghi al Microfono** esploriamo **il Villaggio di Barovia**, il primo luogo che gli avventurieri incontrano nella campagna *Curse of Strahd* di *Dungeons & Dragons*. Scopriamo come renderlo un villaggio realistico, coerente e immersivo — non solo un semplice scenario gotico.Analizzeremo:- come ricostruire l'economia e la vita quotidiana del **Villaggio di Barovia**,- perché il negozio di **Bildrath** non ha senso nel contesto della campagna,- come usare i personaggi chiave — **Donovich, Ismark e Ireena** — per creare ritmo e realismo narrativo,- e come gestire gli eventi di gioco in modo logico e credibile.Questa **guida alla Maledizione di Strahd** è pensata per Dungeon Master e giocatori che vogliono rendere *Curse of Strahd* più profonda, coerente e memorabile fin dalle prime sessioni.
/feɪt-less/ADJ.1. Having or showing a lack of fate. Having no predetermined destiny.She went through life like a fateless rock tumbling down a hill2. To act unpredictably or have an immunity to divination.The only thing more shocking than when she pulled the knife was that the court diviner couldn't find the fateless traitor3. A condition of unknown causation where the subject cannot have their future predicted by magical means.Get out! Get out of here! You charlatan! You fake! You fateless wench!NOUN1. Being a member of a class known for having blue blood and being immune to divination magic. First observed by the scholar Chester A. B. in the Age of Devastation.The fateless cannot be tamed by gods or kings, they are a people who are truly free in every sense of the word If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
Well, hm, looks like this particular corner of the Shadowfell's got itself a mighty big vampire shaped problem. Thats ok. We can get some kind of posse together I'm sure. Hell, just gotta get the right kinda folks. People with training, people with skills, and most important, people who give a damn. Shoot. Wont be the first time I've faced off against some ne'er do well who's too big for his britches and by hell if its gonna be the last.If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
People don't realise but the true burden of a Monster Hunter isn't the detective work, or the ignorant villagers, or even fighting the monster itself. It's the knowledge. The knowledge of what these monsters are actually capable of, how bad it is, the true consequences of failure. That if you make one mistake, draw the wrong conclusion, pick the wrong entry, people die. That even if you do everything at your disposal, there's a very good chance that you will still fail, and that people will hold it against you for as long as you live. If you cannot imagine the shape of the things that go bump in the night, well, you should consider yourself very lucky.If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
A funny thing about faith is you don't have to be religious to have it. We are told many things when we are growing up, when we are younger, before we even experience the world. A long list of things to not do, places not to go, people not to trust, words that are forbidden and on and on and on. Don't go outside with damp hair, you'll catch a cold. Don't venture out alone into the woods, you'll be eaten by wolves. Don't touch the kettle, you'll burn yourself. So you stay inside, never to go exploring, and you do not touch the kettle. And you are thankful because you are safe and you did not burn yourself. But you can never really know for sure if the kettle was hot or not. It could have all been a little white lie to protect your loved ones. After all, why unnecessarily risk the safety of your child's fingers if he does reach for the hot metal? Best to be just precautions. Best to lie. You don't have to be religious to have a crisis of faith. If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
I do not understand how these individuals have survived so long without me. They should be commended. Like when a small child learns to walk. It is something they need to do and should come naturally to ensure its survival. Myself- I was walking almost the moment I was born but I am to understand not everyone is as gifted. There is something to be commended about the Great General Pip Manadarin, even though he understands how to walk, he will still crawl to give himself, I presume, some sort of tactical advantage. No matter how shameful or dishonourable it might appear from the outside looking in. He truly is a dragonborn that doesn't care what people think of him, which must be a great relief to himself and those that he surrounds himself with. ...Because no one thinks very highly of the man you see.If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
To stop a strange ritual, the Triplets travel to the western edge of Barovia and come face-to-face with the Mother of All Evil! Nyack gets a new hat, Jens ruins a card game and Onyx wages maternal combat as the Trinyvale X Strahd Crossover continues! RADIO CITY MUSIC HALL TICKETS ARE ALMOST SOLD OUT! GET YOURS NOW! CREDITSEditing by Brian MurphyProduction and Sound Design by Daniel Ramos (@Schubirds on IG)Logo Design by Chelsea LeCompteMUSIC INCLUDES:"Trinyvale Opening Theme" by Emily Axford“Barovian Tango by Emily Axford"Where is the Manager?" by Emily Axford"The Tarroka Suite" by Emily Axford“A Memorable Feast" by Emily Axford“The Gate” by Emily Axford"Lights Out" by Emily Axford“The Night Lotus" by Emily Axford"Selfless" by Emily Axford"Oh Melora" by Emily Axford“The Shard” by Emily Axford"Trinyvale Closing Theme" by Emily AxfordSee Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
Hecktor Alabaster would die doing what he loved, trying to save someone else and never thinking about himself. Hecktor Alabaster was born on a hard stone table at his family's home in Northern Candor, the second child of decently well to do and hardworking parents. He came of a people who had been stonemasons for generations, men and women whose bodies became as hard and unbreakable as the stone they worked with. Hecktor Alabaster was a boy of quiet habits and soft hands whose mother would describe him as timid and shy. Reading stories of heroic knights and larger than life adventurers, Hecktor would often wish he could be anything other than like himself. He wished he was brave. He wished he was strong. But most of all, he wished he wasn't afraid of the dark. If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
With the culmination of their Barovia trials and tribulations looming large, the Azran Expedition shares a final meal in strange circumstances. Gain access to an exclusive campaign, Shroud Over Saltmarsh, over on Patreon: https://legendsofavantris.com/patreon The Crooked Moon, a folk horror supplement for 5e, is available for preorder! Get the Crooked Moon at: https://thecrookedmoon.com/ Watch more D&D adventures in the world of Avantris live on Twitch: https://www.twitch.tv/legendsofavantris Check out our merch store: https://shop.legendsofavantris.com Join our community on Discord: https://legendsofavantris.com/discord Watch our many campaigns on YouTube: https://legendsofavantris.com/youtube All other links: https://linktr.ee/legendsofavantris Watch the full episode here: https://youtu.be/EX6murOtB64?si=BVIcPm5o2znsWivY
In Barovia, exhaustion isn't just a condition. It's a worldview.And when Session Twenty-Three began, that's exactly where we were—drained, bruised, and barely held together after ghosts, scarecrows, giant spiders, and one very opinionated abandoned manor.We left Argynvostholt like survivors crawling out of a collapsed mine, heading toward the only place in Barovia that still feels remotely like home: the Wizards of Wine Winery. A place with warmth, family, and maybe even joy, if the mist isn't listening too closely.But Barovia never lets you walk in peace.At dawn, we spotted the glow of a bonfire hidden in the trees. Urihorn scouted ahead and found—of course—a ritual sacrifice in progress. A druid and a pack of wild men preparing to carve open a bound stranger smeared with wolfsbane and nightshade. Classic Barovian hospitality.That stranger was Riven Thal. And he joined our party in the most Barovia way possible: crawling through the dirt, blasting his captors with Moonbeam from the top of a pine tree, and then refusing to come down because he did not trust us at all. Fair.Riven's introduction said everything we needed to know:this man survives. And he survives suspicious.After a tense standoff, he agreed to travel with us, keeping one eye on the road and one eye on us.But the day had other plans.Further along the Svalich Road, we found a small camp where Izek Strazni—the executioner who beheaded our former companion—was quietly chopping wood. Traxidor saw him and immediately tried to smite him out of existence.And that's when the forest exploded in fire.A teenage wizard came screaming out of the trees—Victor Vallakovich, the old Burgomaster's son—and launched a Fireball straight into our group. Urihorn's panther died instantly. The rest of us barely stayed standing. Traxidor tried to heal himself, but Victor Counterspelled him like he was swatting a fly. Daermon charmed the boy before he could kill us all.And then came the twist.Izek, freed from the Hold Person spell, didn't attack.He explained. Calmly. Honestly. Maybe even painfully.Our friend Valen'eir—the wizard Izek executed—had murdered a young gravedigger, confessed to serving Strahd, and threatened Vallaki. Izek claimed he was carrying out justice, not vengeance.The explanation didn't fix anything, but it changed everything.Suddenly the question wasn't “Is Izek evil?”It was “What do we not know about each other?”Riven watched this unfold like someone judging a very poorly run cult. Urihorn remembered that Van Richten once warned him Radley and Daermon might secretly serve Strahd. And at that moment, it didn't feel crazy.Both sides stepped back. A truce. A temporary ceasefire.Izek dragged the charmed Victor away. Ravens descended to pick at the scorched remains of Urihorn's panther.When we finally reached the Wizards of Wine, the Martikovs welcomed us like family returning from war. Dinner was warm, loud, and painfully normal—until Danika reminded us of a truth Barovia never lets you forget:“Barovia has only one ruler.”The table fell silent. And in that silence, someone noticed something impossible.Urihorn—our halfling ranger, our loyal friend—did not cast a shadow.In a land ruled by a vampire, a missing shadow isn't a quirk.It's a warning.And that's where Session Twenty-Three ends—not with a battle, but with a question.If Barovia takes pieces of you one at a time…who will you be when it's done?
Barovia doesn't believe in quiet mornings.The sun doesn't rise so much as negotiate with the fog, and when the party left Argynvostholt—bruised, burned, and out of everything but sarcasm—they were just trying to make it to the Wizards of Wine without adding another ghost to their growing collection.But the Svalich Road had other ideas.As the grey dawn crept in, the flicker of a bonfire appeared between the trees. Cut to: pine forest, heavy mist, silhouettes moving around a ritual circle. Urihorn scouts ahead and finds a scene straight out of a Barovian horror mural: wild druids preparing a sacrifice. Their prisoner—bound, smeared with wolfsbane, mugwort, and nightshade—is Riven Thal.What happens next is chaos.Cut to arrows, spell flashes, a druid collapsing into ash under Riven's Moonbeam. Riven, newly transformed into a chimeric cat, bolts up a tree and refuses to come down. He stares at the party through branches, glowing eyes full of mistrust. When he finally shifts back, he drops Moonbeam like a glowing warning line between himself and us.And that's how Riven joins the group: cautious, wounded, and deeply convinced we might be worse than the cultists.The road continues. The fog thickens. The camera follows the party to the next clearing where another campfire burns low. And standing there—with an axe and the world's worst timing—is Izek Strazni, Vallaki's executioner. The man who beheaded our former companion Valen'eir.Traxidor sees him and snaps.Cut to: Guiding Bolt blasting across the grass. Radley joins in. Daermon, too. Riven casts Hold Person just to stop the cleric from doing something irreversible.And then the forest explodes.A teenage wizard bursts from the trees, screaming, “Leave him alone!” Cue the orange surge of a Fireball blossoming across the clearing. Slow-mo: Urihorn's panther hurled backward and instantly killed. Radley shielding himself. Traxidor thrown to his knees. Riven staggering from the blast.The boy is Victor Vallakovich—son of Vallaki's previous burgomaster, amateur necromancer, full-time disaster. When Traxidor tries to heal, Victor flicks off a Counterspell like he's dismissing an insect. Daermon charms him before he unleashes round two.Then everything stops.Izek breaks free of the magical paralysis but doesn't attack. Instead, he talks. And the truth he gives is nothing like the one we built in our heads. According to Izek, our fallen companion Valen'eir murdered Milivoj the gravedigger, confessed to serving Strahd, and promised the town would burn. And the next day, Vallaki did.As the truth settles, even the fog seems to pause. Ravens circle overhead. Victor awkwardly waves at Daermon. And Izek, dragging the boy away, tells us to leave him be.Cut to ravens descending to peck at the remains of Urihorn's panther. A grim little epilogue to the morning.Finally, the party reaches the Wizards of Wine. Warm light. Family. Safety, or something like it. Over dinner, the Martikovs debate Vallaki's future, but Danika ends the conversation with a single chilling line:“Barovia has only one ruler.”The whole room goes quiet. The fire pops. And that's when someone notices something wrong—something impossible.Urihorn, sitting among friends, bathed in candlelight…does not cast a shadow.Cut to black.
It's more beautiful than I could ever have imagine. First the stars and now this. A glimpse of the moment when I first saw her. I can see I have past by many eyes but I only got lost in hers, and to get lost in those eyes all over again? Maybe this is heaven. Sometimes love is as easy as looking at the moon and sometimes it is as difficult as counting the stars. I knew then, just as I know now, that I want to do both with her.If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
Little dragon man always so confused. He like sapling bending away from sunlight. A sapling with mouth like howler monkey. And no ears. Think he knows everything but he doesn't know anything. He need to listen. Listen like Smilk. Smilk understand. Smilk gets it.If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
Int. Gregory Bone's Orphanage. NightWritten by Pep MandarinPep: please don't go o brother of minePip: beloved sister, if it was up to me I would stay with you for eternity and a day, but that mean man Hardcastle has tricked me and I now serve him and his stupid causePep: please take me with you!Pip: no, I could not in good conscience put you in danger. I love you too much for a life of hardshipPep cries and hugs her brother's leg tightly, refusing to let goPip: now now little one, you don't have to be sad, I shan't be gone long! Why don't you write me while I am away? We can both practice our penmanship and be the bestest of friendsPep: R-really?Pip: of course little one, what have I always said?Pep: family is Important?Pip: and?Pep: we always stay together?Pip: see you later Pep. may the weather for your tea party be a pleasant 24 degrees (Celsius)Pep: not too hot, not too coldPip & Pep together: just rightPip and Pep hug. Pop is jealous.The EndIf you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
Step into Barovia's haunted silence in The Mists of Argynvostholt, an audio journey through one of the most intense chapters of our Curse of Strahd campaign. This is Session 22 — an evening of peril, faith, and endurance that tested every spell slot, every saving throw, and every nerve at the table.Our adventurers—Urihorn Tenpenny, a halfling ranger with a loyal beast companion; Radley Fullthorn, a human Eldritch Knight balancing sword and spell; Traxidor, a cleric of light carrying the last fire of the Morninglord; and Daermon Cobain, an elf arcane trickster who fights with precision and wit—return to the fallen fortress of Argynvostholt, once home to the Order of the Silver Dragon.They come seeking redemption for a past defeat. Instead, they find the manor alive with malice. When Radley hesitates in the ballroom ruins, the ceiling comes alive: nine giant spiders descend on threads as thick as ropes. The sound of Thunderwave crashes through the hall, stones crack, and poison drips into the silence. The cleric's voice rises over the chaos—“Spare the Dying!”—and breath returns to the fallen knight's lungs.You'll hear the rhythm of the table as it happens: dice hitting wood, pages turning, whispered tactics, the exhale when a roll lands just high enough to survive. The fight spills through rooms where portraits still watch and cobwebs hold centuries of regret. Upstairs, spectral soldiers emerge through the walls, remnants of knights who once swore to serve the light. Divine radiance flares, the dead scatter, and the group presses deeper into the heart of Barovia's grief.Then—outside, silence. A coffin waits, freshly carved, Radley's name etched across the lid. He opens it. Empty. Without a word, he lies down inside, stares at the sky, and climbs out again. Later that night, they burn it for warmth.At dawn, the mist parts just long enough to reveal the glowing eyes of animated scarecrows, shambling through fog. Fire bolts and sacred flames turn darkness to light, if only for a moment.Every sound in this session matters: the flicker of fire, the scrape of steel, the faint breath between rolls. This is Dungeons & Dragons not as spectacle, but as shared memory—friends, imagination, and danger made real through voice.The Mists of Argynvostholt invites you to listen close. Feel the dice, the story, the fear, the laughter. Barovia is calling.
The screen fades in on mist. The remains of Argynvostholt rise like a broken cathedral above a grey valley. Then, faintly, the sound of boots, breathing, and whispered plans. This is Session 22 — a full visual chronicle of the night our party defied the ghosts, webs, and curses of Barovia's most haunted ruin.The video podcast version of Fire in the Webs captures the energy of play in a way that only a tabletop camera can. The dice roll in frame. The players' faces shift between tension, humor, and awe. You see every movement of the miniatures on the map, every quick exchange that turns a near-death moment into triumph.The story begins with a decision: to re-enter Argynvostholt, the fallen seat of the Silver Dragon's order. Within minutes, everything unravels. Radley Fullthorn, the human Eldritch Knight, pauses to gauge the room. From above, the ceiling trembles—and from the darkness, nine spiders the size of horses descend. The table explodes with action. Dice scatter. Spells ignite. Radley casts Thunderwave, the camera catching his player's hands lifting as the blast shakes miniatures across the board. When the knight falls to poison, the scene slows. Traxidor, half-elf cleric, murmurs the words to Spare the Dying as his player leans forward over the table, eyes fixed. The room holds its breath until the roll succeeds.From there, the session ascends into exploration and unease. Through dim corridors, spectral soldiers emerge—phantoms of the fallen order. The lighting in the studio turns blue-white as Channel Divinity erupts across the map. Ghosts flee. The camera pans over character sheets: empty spell slots, dwindling health bars, notes scrawled in haste.But Barovia is never finished. Outside, under a sky that never brightens, a wagon departs and leaves behind a coffin. The engraving on its lid: Radley Fullthorn. Laughter cuts the tension. He lies down inside it, “just to see,” then climbs out and orders it burned. The table breaks into uneasy smiles. It's macabre humor born from exhaustion and survival—the real language of adventurers who have stared too long into the dark.Morning brings the final battle: animated scarecrows advancing through mist. Their eyes glow. Fire answers. The table's energy shifts from fear to exhilaration as the party wins, spent but unbroken.Visually, this episode bridges two worlds: the haunted imagination of Barovia and the tangible magic of players at the table. You can see how Dungeons & Dragons becomes more than a game—it's performance, collaboration, and living story.Fire in the Webs – Session 22 is part theater, part documentary, and part survival tale. Watch it to understand how dice and friendship can build worlds—and how courage can still burn, even in Barovia's endless night.
Here's a horse, go track that very fast moving carriage. Why yes, it is indeed strange that all the creepy crawlies of Barovia know not to attack them. Why, isn't it strange that those same creepy crawlies don't owe me the same courtesy? Who do they think I am? Assassin Vine? It's just not cricket. Should have said to take me with them, drop me off outside the gates. Don't worry! I won't sneak into your spooky and terrifying probably full of ghosts castle, quite the opposite in fact. Just pinky promise me you won't make a meal out of my meal ticket out of here and I'll promise not to pay someone to drive a stake through your heart.If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
Loud ones make good herald. Voices carry. Strong. Like oak. Didn't think little dragon man would do that. Only small problem. If need to, should be easy kill.If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
Welcome to Barovia!Step through the mist into the lands of Barovia. Barovia is a pocket dimension full of scary and heart-pounding adventure where you never know what lurks in the dark or just around the next corner!If you're not familiar with Barovia and Count Strahd von Zarovich, that's okay! This adventure is a stand-alone follow-up actual play campaign set in the not-too-distant future following the conclusion of the Curse of Strahd" campaign created and designed by Wizards of the Coast.This first episode will be part of a monthly release on Patreon where we explore the lands of Barovia and hope that our characters don't die too quickly.If you want to get in on the action, don't forget to subscribe to our Patreon to stay up to date on all of the amazing content, extra shows, bartending themed D&D monsters and items, and so much more! -------------------------------A special shout-out to all of the amazing humans who have worked on this project and helped bring everything to life:Devin Chapnick, our fearless Game Master for the CampaignMichael Windsor as This Vessel and Content Editor Jon Mateer as Harvey WallbangerNoah Coleman as Bimbob, Merchant ExtraordinaireZack Kennison as Saren GhastGraham Courter as Hermstadt the VileSupport the show
Once again I find myself wanting to help and I am yet again without the tools to do so. Moments ago I was prepared to kill these poor souls and now I'm racking my brain trying to think of ways to aid them. Why can't I let this go? Why must you take in every stray you come across? You have a mission. Kill Strahd. Or stop him. A monumentous and impossible task. But let's say it's achievable, will that solve anything? Or will that leave the people of Barovia unknowingly vulnerable? Is he really the unsung protector of these lands? If he is, he's not doing a very good job. Honestly, he spends more time sending out his generals to attack his own populace than providing any sort of protection. Or at least that's what I assume he's been doing. Speaking of generals, I wonder how Pip is going? The man led a small militia, a rag tag group of - I should be paying attention to what's going on, everything has calmed down but the wind is beginning to unnaturally pick up.If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
The RAIN stand at the edge of escape, the mists finally thinning after what feels like an eternity. But even if they've truly left Barovia behind, what waits on the other side? Their home… or something far worse? With questions still burning and Riku's past calling from the peaks, freedom might just be the beginning of a new kind of prison.
I do not know why he keeps yelling at me when I bring him back from the brink of dead. It's not that he is ungrateful, or perhaps he is? I do not think he has a death wish. If that were the case, surely he'd have taken any of the many opportunities that has arisen before now. He seems more displeased at the choice of song, but it is just a spell!If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
This one has yet to hear from that one or the other one. Why they so rude? Don't they know this one need to know if they go on perilous journey? If metaphor happen and they don't tell, how will audience understand and know greatest journey has deep meaning? This would be great tragedy. If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
The fire burns, the Count smiles, and time itself resets. Every victory unravels, every life repeats, and Barovia holds its breath for the final dance. How many times can the RAIN die before something breaks that isn't meant to?
In this special episode, David (DM) is joined by The RAIN: Riku (Will), Airis (Cesar), Ishi (Kelley), and Nadia (Sam). They summarize and share their thoughts about the campaign and episodes 141 through 150... of Beyond 1st Level. Use this episode to catch up and hang out with Beyond 1st Level.
The Monday Night Heroes take on the 1st edition version of the classic gothic adventure. A mysterious stranger comes to the Heroes of Hommlet with a desperate request and an offer they can't refuse: travel to Barovia and free the burgomaster's daughter from the clutches of Strahd von Zarovich! Featuring: Steve- GM Sylric Tarym, an Elf Squidder "Bagpipes" Cutbait, a Human Bard Dhagmark, Dwarven Cleric of Moradin Baltana, a Drow thief Timpani, a Drow ranger Jandar, another Elf Music: Action and Adventure by Shane Ivers - https://www.silvermansound.com
On the Hunt Must be quick. Druid power grow stronger. Must fight. Must destroy. Must kill.Editor's note: around the 40 minute mark we switched microphones for a session, turns out that wasn't a: great choice. Apologies for the next few eps xx oIf you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
...If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
The RAIN find themselves back at the beginning in Barovia… or should we say, Bar-over? The clues they hoped to follow aren't as clear as expected, and the paths ahead lead to new faces, strange encounters, and dangers they've never seen before. With no easy answers, how will they face challenges they can't predict—and threats they don't yet understand?
Okay, it's raining, I'm covered in plants, I've lost count to the amount of times I have been stabbed and I think I can hear someone muttering something about Kerlova? Surely a vampire bride couldn't possible mesmerise one of my allies, they all have such strong will! If only I had known the joys of bleeding from multiple stab wounds caused by evil trees! If I had known about this sooner I would have run full pelt into a forest, as naked as the day I was born with my arms wide open at the sharpest branch! Please, somebody help me. I cannot die like this. Hosted on Acast. See acast.com/privacy for more information.
I will do everything to ensure that My Lady is prot- YOUR LADY? SOMEONE SO DEVINE WOULD NEVER LOOK AT YOU AS ANYTHING OTHER THAN A WORM! A worm!? I am Wizard Supreme! YOU are the worm! And I'll make sure I turn you into one with a simple flick of my wrist! HAHAHA I'D LIKE TO SEE YOU TRY! YOUR STUPID SPELLS WILL JUST BOUNCE OFF MY SUPERIOR AND WELL DEFINED MUSCLES! AS THE FIRST BARBARIAN I WILL CRUSH YOUR SILLY SPELL WITH NO EFFORT! Wait you fool! If Our Lady is One with Nature surely being a worm would strengthen the bonds that tie us?! YOU MUST TURN ME INTO A WORM AT ONCE YOU STUPID WIZARD!If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
Pip continues to attempt to lead this ragtag confederacy in the absence of Hecktor. I wouldn't necessarily say that he's doing a bad job. As that would imply that he's at least doing the job at all. Perhaps now that he's once again in charge of a group of men, it's bringing back old memories and that's making him make mistakes.If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
I hope this is not a mistake, I hope this is the right choice. If there's a chance we can end this with no more bloodshed, no matter how small that chance is, wouldn't I be a fool to not take that chance? He can lead them in my stead. He's done it before and I know it did not end well. But he's grown since then. He has faith. I just hope the faith he puts in me he can put into himself. It would be much better spent.If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
Hecktor's got a fancy invitation and bones above the god boy is seriously thinking of saying yes to a seven course dinner with the literal devil himself. Great. Well done everyone. We really hitched our wagon to the world's cleverest man.If you're still wanting to pledge for the Jarren's Outpost Board Game you can right here! Hosted on Acast. See acast.com/privacy for more information.
With allies by their side, the Triplets make a final, desperate stand to save the village of Barovia! Jens inspires the townsfolk, Onyx seeks a hidden truth and Nyack gets serious as the Trinyvale X Strahd crossover continues!Subscribe to Us on Patreon! - Patreon.com/NaddPodCREDITSEditing by Brian Murphy and Caldwell TannerProduction and Sound Design by Daniel Ramos (@Schubirds on IG)Logo Design by Chelsea LeCompteMusic Includes:"Trinyvale Opening Theme" by Emily Axford“The Gate” by Emily Axford“A Hunkle's Plea” by Emily Axford“Barovian Tango” by Emily Axford“Moonsick” by Emily Axford“A Memorable Feast” by Emily Axford"Strahd" by Emily Axford“Selfless” by Emily Axford"Lights Out" by Emily Axford“The Night Lotus” by Emily Axford“Half Brothers” by Emily Axford“The Little Moon” by Emily Axford"Where is the Manager?" by Emily Axford"The Tarroka Suite" by Emily Axford"Trinyvale Closing Theme" - Emily AxfordSee Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
On the hunt for the Burgomaster's secret recipe, the Triplets delve deeper into the town of Barovia and uncover secrets of another sort entirely! Jens gets a taste of the past, Onyx becomes a BoyMom and Nyack plans the most macabre party possible as the Trinyvale X Strahd collaboration continues!Support Us on Patreon! - Patreon.com/NaddpodCREDITSEditing by Brian Murphy & Caldwell Tanner Production and Sound Design by Daniel Ramos (@Schubirds on IG)Logo Design by Chelsea LeCompteMusic / Sound Effects Include:"Trinyvale Opening Theme" - Emily Axford“Selfless” by Emily Axford“Moonsick” by Emily Axford“Journey of the Three” by Jens Christian Tvilum“Barovian Tango” by Emily Axford“The Little Moon” by Emily Axford“Sweeping Up the Shards” by Emily Axford“The Night Lotus” by Emily Axford“The Gate” by Emily Axford“A Memorable Feast” by Emily Axford“Strahd” by Emily Axford“Oh Melora” by Emily Axford “Lights Out” by Emily Axford“The Wisdom of Neddas” by Emily Axford“Obsidian” by Emily Axford“The Shard” by Emily Axford "Trinyvale Closing Theme" - Emily AxfordSee Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
The Triplets make their way down the Old Svalich Road and into the cursed Village of Barovia! Jens fights for Small Business, Nyack gets some tongue and Onyx summons the ultimate accessory as the Trinyvale X Strahd Crossover continues!Support us on Patreon! - Patreon.com/NaddpodCREDITSEditing by Brian MurphyProduction and Sound Design by Daniel Ramos (@schubirds on IG)Logo Design by Chelsea LeCompteMusic / Sound Effects Include:"Trinyvale Opening Theme" - Emily Axford"Welcome to Barovia" - Kei Matsuo & Daniel Ramos"The Night Lotus" - Emily Axford"Barovian Tango" - Emily Axford"Lights Out" - Emily Axford"The Gate" - Emily Axford"Where is the Manager?!?" - Emily Axford"Selfless" - Emily Axford"Strahd" - Emily Axford"Trinyvale Closing Theme" - Emily AxfordSee Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.