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Transcript

Sessions 20–21: Resurrection, Revenants, and the Lantern of Argynvost

Barovia rewards audacity with calamity, then asks what you learned.

Vallaki never forgets a spectacle. After the sham gallows and infernal ambush, our trio—Radley (Human Eldritch Knight), Daermon (Elf Arcane Trickster), and Urihorn Tenpenny (Halfling Beastmaster, accompanied by an extremely opinionated panther)—refused to let Traxidor’s body hang as a warning. Steal the corpse, run the alleys, dodge a Barbed Devil… that was the plan. (“Plan” might be generous.) It nearly ended in a street-corner cremation if not for a cane-tapping silhouette: Rudolf van Richten. One flick of cane-blade and a measured Dispel Evil and Good, and the devil popped out of Barovia like a soap bubble. Van Richten, ever the scientist of doom, deadpanned: “I wasn’t sure that would work.” Classic.

He warned them not to return to the Blue Water Inn (invisible infernal familiar surveillance—of course it’s a thing), then hustled the party to his vardo at Arasek Stockyard—“Rictavio’s Carnival of Wonders”—which also, minor detail, contains a very large and very secret cat. Urihorn’s panther expressed professional concerns. Cue a midnight gate-crash: reins snap, beam splinters, iron doors burst, axle breaks, Daermon eats cobble. Under warden fire and guard horns, Radley and Daermon deadlift the wagon while Van Richten coolly Mending-glues the axle back to reality. Out the southern gate, west on the Svalich Road, one step ahead of a city that wants them hanging.

Why Vallaki mattered (and why Van Richten moved the plot)

  • Who: Radley, Daermon, Urihorn (and Cat) + Van Richten.

  • What: Extraction under infernal pursuit, then a prison break with a corpse.

  • Where: Vallaki back streets → Stockyard → South gate → Svalich Road.

  • When: Night of Session 20 through early morning.

  • Why: Recover Traxidor for a possible resurrection at the Abbey.

  • How: Exploit speed, improvise repairs, avoid surveilled allies, and trust the old man with the cane.

Krezk and the Abbot: Miracle with strings attached

Krezk’s guards, by now used to “these people,” let the party through. Up the snowy switchbacks to the Abbey of Saint Markovia, past the dozing mongrelfolk Zygfryk and Otto, where the Abbot (a serene, unsettling celestial in human clothes) practically sings over the bedraggled wedding dress the party procured for his stitched bride Vasilka. At first he lectures about the cycle of life and death, then—snap—he agrees to bring Traxidor back as a reward for advancing his project: redeeming Strahd to “restore Barovia as paradise.” Risky theology, but in the morning, Traxidor breathes again, robed simply, bearing a wooden holy symbol of the Morninglord. He’s drained and wobbly—the soul’s commute is punishing—but he’s back.

Fallout in Krezk: When Burgomaster Dmitri Kreskov sees Traxidor alive, grief detonates. If the Abbot can return life, why not his son Ilya? He collapses, wailing—a human consequence of miracles in a broken land. His wife Anna steadies the moment and equips Traxidor: studded leather, mace, spear, shield—the cleric is back on his feet, if not fully restored.

East to Argynvostholt: Ghosts, oaths, and a dragon’s shadow

With the resurrection secured, the party follows Van Richten’s clue to Argynvostholt, an ancient manor overlooking the Luna River, marked by a great statue of a silver dragon. Dragon motifs everywhere; goodness layered in dust. A chill gust exhales from the statue; a serpentine shadow glides along the walls; chairs are carved like folded dragon wings; sunburst imagery of the Morninglord glows in stained glass.

Urihorn’s primal senses prickle: undead nearby, but no true dragons. In the chapel, three knightly corpses kneel at an altar of the rising sun. Daermon taps a shoulder with Mage Hand; the dead rise and demand: “Why do you disturb the dead?” What stands is not skeleton, not wight, but something older and angrier: Revenants—oathbound spirits whose vengeance survives the grave and will re-form in new bodies if destroyed.

The fight is brief and brutal. Radley’s Shield spell catches one blow; the next hammers through and rattles his bones. Urihorn takes the balcony to rain arrows; Traxidor hesitates (why kneel to the Morninglord if you’re damned?) but then Turn/Rebuke Undead buys precious seconds. The party performs a clean fighting withdrawal—never romantic, always wise—back to the silver dragon. Only then does Urihorn name the foe: Revenants. You don’t “win” those fights; you survive them and come back with purpose.


Strategy Notes (what we learned the hard way)

  • Infernal ≠ fire-vulnerable. Barbed/Spined Devils resist or ignore fire. Radley’s Fire Bolt is clutch vs. guards/wardens, but pivot to force/radiant/cold vs. devils.

  • Illusions buy seconds, not victories. Daermon’s tricks are for positioning, confusion, and exits. Use them to control tempo, not end encounters.

  • Mobility + load management. Carrying a body halves your options. Van Richten’s timing—and Mending—saved a TPK-level chase.

  • Revenants are narrative fights. They’re tied to vows and wrongs. Research Argynvost’s order and the oath that binds them; you’ll beat the story before you beat the stat block.

  • Sanctuary & surveillance. Wachter’s Sanctuary blocked assassination lines; her infernal familiar likely gave her eyes. Use counter-magic or kill the comms next time.

Cast, Classes, Races (for normies)

  • Radley Fullthorn — Human Eldritch Knight (fighter who slings spells). Frontline, shield, and occasional flaming punctuation.

  • Daermon Cobain — Elf Arcane Trickster (rogue + illusions). Stealth, control, “what if the hinge was never there?” energy.

  • Urihorn Tenpenny — Halfling Beastmaster Ranger with a panther. Small body, big bow, bigger cat. (We tease because we love: “two cats enter a wagon, professionalism leaves.”)

  • Traxidor — Half-elf Cleric of Light. Radiant damage, healing, moral compass—recently off the world’s worst sabbatical.

  • Allies: Rudolf van Richten (Van Helsing with receipts), Urwin & Danika Martikov (wereraven innkeepers, secret resistance), The Abbot (beautiful, broken, terrifying).

  • Villains: Lady Fiona Wachter (Burgomistress/Asmodeus fan-club president), Wardens (necrotic clerics).

Monsters & Local Rules of Horror

  • Barbed Devil / Spined Devils — Infernal skirmishers: spines, flight, fireballs, and bad breath. Answer with radiant, force, cold, and decisive exits.

  • Revenants — Vengeance given bones. They reform. Solve the oath (history, relics, burial rites), not just the hit points.

  • Bat swarms — Strahd’s air traffic control; treat them as weather with teeth.

Spells & Tools you saw

  • Dispel Evil and Good (banishes extraplanar foes—devils hate it).

  • Mending (Van Richten’s “axle? what axle?” button).

  • Sanctuary, Spiritual Weapon, Inflict Wounds (Wachter/wardens kit).

  • Shield, Fire Bolt (Radley), Mage Hand/Minor Illusion (Daermon), Turn/Rebuke Undead (Traxidor), Healing magic + potions (Urihorn/party).

Why these two sessions matter together

  • Theme: Barovia’s “comfort” is a lie; institutions either perform power (Wachter) or pervert grace (the Abbot’s redemption plan).

  • Arc: From hellish pursuit to holy return to haunted history, the party crossed three kinds of horror—infernal, moral, and ancestral—in 48 hours.

  • Next step: Argynvostholt isn’t a loot run; it’s a reckoning. If the party learns what broke the order of the silver dragon, they might turn revenants into allies—or at least stop them from being enemies.


FAQ (for readers who don’t roll d20s)

What is Barovia?
A cursed valley ruled by vampire-lord Strahd von Zarovich. Think Gothic Transylvania under a reality-warping tyrant.

Why resurrect Traxidor?
Clerics bring healing, radiant magic, and a conscience. Also: prophecy flagged his holy amulet as vital for confronting Strahd.

Who is Van Richten?
Barovia’s Van Helsing—monster scholar, master of practicality, and the calmest man to ever banish a devil in an alley.

Why not just fight everything?
Because resource attrition + stacked resistances + unfair terrain. Fighting smart beats dying brave.

What’s Argynvostholt?
Ruined manor of a noble order devoted to a silver dragon (Argynvost). Its dead still keep vows—and grudges.


Glossary (speed-run edition)

Eldritch Knight — Fighter who knows a few arcane tricks.
Arcane Trickster — Rogue who weaponizes illusions and telekinetics.
Beastmaster Ranger — Archer with a bonded animal companion (panther > crossfit).
Cleric of Light — Healer/smite machine with radiant magic.
Sanctuary — Spell that redirects hostile intent.
Spiritual Weapon — Floating force blade that bonks you each round.
Dispel Evil and Good — The deportation spell for outsiders.
Revenant — Vengeance that keeps respawning until the story is fixed.
Keepers of the Feather — Wereraven resistance network (shh).
Vardo — Wagon. If it says “Carnival of Wonders,” it contains wonders. And cats.


Original Game Logs from Dungeon Master Sean Scanlon

Session Twenty - September 20, 2025

Dungeon Master Sean S. Players: Sean D. (Urihorn Tenpenny - Halfling/Beastmaster), Chris (Radley - Human/Eldritch Knight), Trip (Daermon Cobain - Elf/Arcane Trickster)

The session starts with the party in Vallaki the day after the rescued Radley at his execution. However, Traxidor, the party’s cleric, wasn’t so fortunate. After nightfall the adventurers are trying to retrieve his corpse as it was being publicly displayed. However, Vallaki’s buromistress had laid a trap for the adventurers, and after stealing the corpse they were forced to flee a barbed devil. The infernal creature was summoned with several smaller flying devils by Lady Fiona Wachter. The party has been able to deal with the weaker spiny devils, but the larger Barbed Devil still pursues them as Radley tries to escape while carrying Traxidor’s body. Daermon is likewise on foot, and Urihorn the beastmaster rides atop his panther companion.

As they escape down the town’s back streets they are still harried by the devil, as it howls like the multitudes of the damned. Then it hurls balls of hellfire at them. The adventurers consider turning to face the infernal creature, as Radley is unable to outpace it. But then a silhouetted figure appears in the mists ahead of them, blocking their path. The adventurers try to discern who it is, as it walks casually towards the frey. A \shod walkingstick tapping on the cobblestones as it approaches. Then, his face is revealed, and Urihorn recognizes the monster hunter Rudolph Van Richeten. His previous misgivings about Radley and Daermon being possible vampire sympathizers seems to be forgotten for the moment. Then his languid manner is discarded, and he draws a concealed blade from his cane. He announces he will try to deal with the quickly approaching devil. Radley continues to jog past, slowed by the weight of his companion body, while Daermon and Urihorn wait to see how Van Richet fares. The monster hunter casts Dispel Good and Evil with a flourish of his hand while entoning a few arcane words As he casts the spell the devil is upon the monster hunter and it seems as though Van Richten will be torn to pieces. However, a shimmering blue light pulses through the air as the devil recoils from it. Its chilling roar is abruptly silenced as it abruptly ceases to exist. After the pandemonium of the past minutes the ensuing silence seems thunderous. Calmly Van Richten carefully re-sheaths his blade, and then comments that he was unsure that it was going to work. He offhandedly states that there are seldom any guarantees with magic of that kind. Then he calls to Radley who has continued to trundle down the street, addressing hims as an oaf and demanding he come back. With the party safe for the moment, the adventurers tell him they have a wagon waiting at the Blue Water Inn. They plan to escape Vallaki and bring Traxidor to Kresk, where they hope the abbot can restore him. At this bold assertion so casually made, of a clergyman powerful enough to raise the dead in Kresk, Van Richten’s eyes narrow but says nothing. He insists the party cannot return to Blue Water Inn. The master monster hunter speculates that those who summon infernal typically have smaller infernal familiars. The burgomistress likely has such a creature lurking invisibly, and he suspects they are being surveilled at that moment. Therefore, returning to the inn would reveal Dannika and Urwin as accomplices, and place them in grave danger. Urihorn slips, hinting at the Matrikovs are hidden were-ravens. Van Richten looks curiously at the ranger and asks him what he means. Urihorn quickly realizes Van Richten was not aware of the Martikovs’ secret, and gives a dismissive answer. Curious but unwilling to press the matter further Van Richten recommends they follow him before more guards arrive. He tells the adventurers that he keeps a wagon at the Arasek Stockyard. Since his “hand is essentially played” out in Vallaki, they will all use it to escape the town and travel to Kresk.

As a group they traverse the back streets, Van Richten looks concerned about Urhorn’s panther but says nothing. In the distance they can hear the shouts of alarm after a few blocks, as the town guard arrives at the scene of the recent melee. Van Richten urges them onward, stating the whole town will be alerted soon. When they arrive at the stockyard they see a vardo pulled around the back of several buildings. It is painted as a carnival wagon, but its paint is peeling, and faded lettering spells out “Rictavio’s Carnival of Wonders.” Van Richten excuses himself and goes to retrieve his horse. But he warns the party not to tamper with the wagon. After he is gone, they see there is a paddlelock securing the back door. The reason for Van Richten’s previous concern over Urihorn’s panther becomes apparent. As the adventurers approach the wagon the panther becomes wary and growls, as its tail straightens and ears flatten. Suddenly the wagon lurches, as something large within shifts its weight. Urihorn realizes there is another large cat in the vardo, and by the sounds and the way the wagon tottering it is big. The party backs off until Van Richten arrives. Radley assists him with hitching the horse to the harness as Daermon ties Traxidors body to the rear stoop. Urihorn decides to ride alongside rather than try and keep his panther out of proximity of the cat inside the vardo. When they are ready to travel they leave the stockyard to the south and head toward one of the smaller southern gates. Radley rides up front with Van Richten, and Daermon perched on the back next to Traxidor. As the adventurers approach the gate, guards can be seen holding lanterns. They yell toward the vardo, that they are in violation of the curfew and demanding the wagon stop and its occupants identify themselves, Van Richten snaps the reins. The horse begins charging toward the iron gate and the guards leap aside. However, the horse tries to turn away before hitting the barrier as Van Richten fights the reins to keep the beast on course. The old wooden beam used to bar the gate snaps under the impact and the gates fly open. However, one of the front wagon wheels strikes the brick arch the gates are set into, the axle sunder, and a wheel is shorn off. The horse continues to pull the wagon, and it violently teeters from side to side threatening to overturn. Van Richten and Radley manage to hold on, but Dermon is thrown from the wagon. After traveling for fifty feet the wagon comes to a halt with the wheeless side dug into the earth. Three guards and a warden emerge from the gate, brandishing weapons and demanding the adventurers surrender. Daermon and Urihorn quickly dispatch two guards with their bows. The third turns back, and upon reaching the guard house blows a horn of alarm. Meanwhile, the warden takes cover behind the brick arch leaping out from behind periodically to cast magical necromantic bolts. Van Richten yells for the adventurers to retrieve the wheel, and Daermon dashes back to grab it. Meanwhile, Radley uses his tremendous strength to try and lift the vardo. Urihorn stays atop his panther and shoots arrows at the warden. Both Daermon and Van Richten are struck by the Warden’s spells, but neither are deterred from their escape. Urihorn keeps the warden at bay, shooting arrow back at him. Once the wheel is brought to the wagon, Daermon joins Radley. Together with a tremendous heave the chassis is lifted from the ground. Van Richten replaces the wheel, but it is apparent the axle is shattered. Randley and Daermon’s hearts sink as a repair seems impossible. However, undeterred Van Richten casts Mending, and the linkage is magically restored. Once the wheel is reattached, the adventurers climb back on the wagon, and quickly leave the walls of Vallaki behind them.

Van Richten and the adventurers travel west on the Svalich Road Kresk. They arrive in the early morning, but upon arriving the monster hunter leaves them. Before saying farewell, he tells them he must find a new place to complete his plans, and perhaps they will meet again. The guards of Kresk have become familiar with the party, and despite the early hour open the gate to admit them. As they carry Traxidor’s body in they offer to inter him in their graveyard. However, the party declines, stating they are taking him to the abby. The guard wordlessly allow them to pass, but cast wary glances up towards the Abbey of Saint Markovia. The party ascended the narrow path up the steep escarpment to the abby. As is typical the hilltop is chilly and crusted with snow. At the outer gate the mongrel folk Zigfryk and Otto remain on guard, but are found snoozing as usual. However, seeing Urihorn’s companion an altercation breaks out, and they tell them the panther is allowed in the abby. After a petty argument, Daermon demands the mongrel folk are told to fetch their master. He tells them they have returned with the dress he wanted them to find. Soon after the Abbot emerges, and hurries through the snow that has fallen in the outer bailey. Daermon reveals the crumpled and muddied dress, the abbot is undeterred in his delight. Laughing with joy, he holds up the garment as he admires it. Then he enthusiastically invites the party to his hall. The adventurers enter with the panther, while the mongrel folk look on with contempt. The party also carries with them the enshrouded corpse of Traxidor. In the hall, the Abbot takes notice of the corpse for the first time, and offers to have the mongrel folk bury their companion. However, the party declines the favor and asks him if he will resurrect their friend. The Abbot’s face flashes with anger, but his calm countenance quickly returns. He begins to explain that there is a purposeful cycle of life and death, and tampering with that order can provoke unforeseen calamity. But then his voice trails off for a moment. Abruptly, he agrees to perform the rites. He says the redemption of Strahd is a task of utmost importance, for it will exorcise evil from this valley and restore Barovia as a paradise. By bringing the wedding dress for Vasilka they bring the Abbot’s mission closer to success, and he will reward the adventurers by restoring their slain companion. The Abbot tells them the ritual will take time and dismisses them until the morning,

End Session Twenty

Session Twenty One - September 28, 2025

Dungeon Master Sean S. Players: Sean D. (Urihorn Tenpenny - Halfling/Beastmaster), Chris (Radley - Human/Eldritch Knight), Carey ((Traxidor - Half Elf/Cleric of Light), Trip (Daermon Cobain - Elf/Arcane Trickster)

Day Sixteen

The previous day, the party had escaped from the town of Vallaki, which had been conquered by Baron Vargas Vallakovich’s nemesis, Lady Fiona Wachter. They fled with the assistance of the monster hunter Rudolph Van Richten, and also brought the corpse of their slain companion Traxidor to the Abbey of Saint Matkovia. There, they hoped the Abbot, a celestial yet deranged angel in disguise, could restore his life. The Abbot had told them to rest and he would perform the ritual. Daermon, Radley, and Urihorn wake in the morning just after dawn. They descend to the Abbot’s hall, where they find him with Vaskilika and Traxidor. Traxidor is now adorned in a simple brown monk’s robe and wears a simple wooden amulet of the Morning Lord. Although alive, his appearance is fatigued, he struggles slightly when trying to stand, and speaks softly. The Abbot explains the soul’s journey back to the body can be arduous, but over a few days Traxidor should be himself again.

Before departing Kresk the party tries to find some equipment for Traxidor. Upon visiting the Baron Dmitri Kreskov, the burgomaster becomes distraught to find Traxidor is alive. The Baron rushes outside his door and grasps him by the hem of his robe. Shaking him, he angrily demands to know what trickery this is, having been told that the cleric was dead last night. Urihorn tells him that the Abbot had magic he used to return Traxidor to life. Dmitri is over-wrought by emotion hearing what the Abbot has done. He sinks to his knees and openly weeps in the street. Facing the occluded sky he yells, “Why should Ilya, the last of the Kreskov line, die when the Abbot can return my son to me!” The Burgomaster then is brought inside by his wife Anna Krezkova. She asks the guards to provide Traxidor with what they can spare before she closes the door. The guards bring the cleric a suit of studded leather armor, a spear, a mace, shield, backpack, and water skin. Equipped with minimal essentials, the party departs and discusses their plans.

While traveling the Old Svalich Road, the party decides to investigate an old manor house revealed to them by Rudolph Van Richten when he was previously disguised as Rictavio. The party travels east, they speak about retrieving a holy amulet that was stolen from Traxidor when he was captured. The adventurers had obtained it after they rescued the daughter of the vistani leader, Luvash’s. It had been revealed to them by the vistani matriarch Madam Eva, that the party must have if they are to confront Strahd. Then, while on the road, a cauldron of bats burst from overhead, it shifts back and forth in a murmuration several times before veering to the ground. The party is enveloped by the swarm, as it sweeps low along the road. Then, as suddenly as it appeared, the bats flew off into the mists ahead.

Just before reaching the Luna River bridge, the party turns southward off the Old Svalich Road. The path climbs up a prominence to a decrepit manor house that overlooks the Luna River Valley with Mount Ghakis rising into the overcast to the south. In front of the mansion, a large statue of a tall dragon, set on a ten foot tall stone plinth, is placed in front of the manor’s doors. Traxidor believes the statue is of a silver dragon, and explains such creatures are usually champions of good. Urihorn searches around the statue but finds no mechanisms or writing. Afterwards, the party surveys around the sullen manor. To the south they see the building’s towers and walls have collapsed into ruins. There is a freestanding foundation of what was once a barn. On the east side is a tall towering mausoleum and rod iron fence enclosing a graveyard at the rear of the manor. Within the graveyard, the party is concerned to see a number of disturbed graves. On the west side then find another smaller entrance that is barred with a closed iron gate.

When the party returns to the main entrance, they ascend stairs to the doors. Above the door they see the name Argynvostholt chiseled in the lintel. As they enter, a blast of chill air blows over them from the dragon statue, but they suffer no ill effects from it. Although perplexed by the exhalation, they pass through the great iron bound doors to the building’s great foyer hall. Stone pillars uphold a balcony that overlooks the floor. At the far side is a grand staircase, several busts are displayed on pedestals, and a pair of iron chandeliers hang overhead. A tapestry hangs at the stair’s landing depicts a man in shining armor. Although the chamber is dimly illuminated by narrow windows above, Radley casts light on his raven shield. As the walls are illuminated, a loud hissing echoes through the halls and the party sees a shadow fall across the walls. It appears to be a serpentine creature with wings, but it passes quickly and the hissing ceases. The party continues east to the center of the mansion where they find a vacant dining hall. A twenty-foot-long table stands in the center, and several chairs surround the table. The chairs have backs carved to resemble folded dragon wings. The remaining furniture is overturned and smashed. At the northeast and southeast corners are two life-sized statues depicting knights with dragon-winged helms and shields. Through a pair of leaded glass doors is a chapel. Within the chapel, the party sees three figures in rusted chainmail kneeling before an altar. Tall, arching windows set with panels of stained glass decorate the walls behind the altar.

Urihorn concentrates to use his primordial sense ability, and senses that there are undead creatures around the lands of the mansion. Yet despite the abundant dragon motifs, there are no dragons within a mile. Radley and Urihorn, astride his panther, enter the chapel and see a trio of skeletal figures kneeling before an altar with a relief of a rising sun cut into it. Daermon uses a Mage Hand spell to tap the shoulder of one of the skeletal figures, and they stir. Rising, these knightly figures ask, “Why do you disturb the dead?” Then they demand, “Leave this place!” And they amble forward brandishing tarnished longswords. As a ranger, and having studied undead, Urihorn immediately realized these are no simple animated skeletons. These dead knights seem far more powerful than even wights, but he cannot recollect their nature. First to fight, Radley steps forward to cross swords with the creatures. One of them strikes back savagely, and Radley casts a Shield spell to parry the blow. But a second strike lands hard, and Radley is jarred to his core. Stumbling back a step, he raises the raven shield and sword to guard against another attack. Meanwhile, Urihorn rides his panther up a spiral staircase to a balcony above, and then fires arrows from his bow. The party quickly determines they are outmatched and begin a retreat. Daermon uses his minor illusion to create a noise behind the knights, but there is no immediate sign they are fooled by his trick. Then Traxidore summons a Spiritual Weapon but holds it at bay for a moment, confused by the silver dragon’s inherently moral nature, and the fact the undead knights were kneeling before the altar of the Morning Lord. He then uses his channel divinity to rebuke the undead and one of the knights backs away.

The party is forced to make a fighting retreat, as two of the knights continue to press them backward into the foyer. Then the party makes a break for it and flees the mention. Outside, with no signs of their pursuers exiting the mansion the party regroups near the dragon statue. With a moment to collect their wits Urihorn recollects that the creatures they just fought are revenants. He tells his companions they are fearsome adversaries. However, even if they are defeated their spirits will find another corpse and rise to seek revenge.

End Session Twenty One

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