Session 09 — The Cards of Fate

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Session At A Glance

Session # 09
Date Played 2025-11-30
In-World Date
Location(s) Sorrow Pool, Vistani Camp at Sorrow Pool, River Iblis Crossroads
Anthilz Aleric Shaw
Narua Daisy Brown
J Ria Xolarrin
Previous Session 08
Next Session 10

After a harrowing encounter with Strahd at the crossroads, the party travels to Sorrow Pool seeking the counsel of Madam Eva. There, card readings, ancient truths, and stories around the fire reveal the weight of their quest—and the eternal cycle that claims all who fail.


Pre-Session Recap

The party had recently encountered Strahd von Zarovich at a crossroads and buried the Burgomaster. They were directed by Ismark the Younger to seek out Madam Eva for guidance on defeating the vampire lord. They traveled toward Sorrow Pool where the Vistani camp awaited.


Session Summary

Opening

The party's journey to Sorrow Pool was marked by an encounter with a mysterious Vistani woman named Eliza crouching in the bushes along the path—she revealed herself to be following them out of curiosity and interest in their story. After sending her away (though she circled back to spy on them anyway), the party arrived at the Vistani camp: colorful round tents, barrel-topped wagons, and a large central tent lit from within.

Before meeting Madam Eva, the party had a crucial conversation with Irina during their final approach. Aleric revealed his changing nature—specifically his newfound darkvision—and confessed he had shaken hands with "the devil" himself (Strahd). This revelation escalated when Irina learned that Doru, her childhood friend and the Burgomaster's son, had been killed by the party weeks earlier in the church basement. Irina confronted them about being excluded from this information, pointing out she had been left out because of her gender while they told her brother. The party agreed to share all information openly going forward.

Middle

Inside Madam Eva's large, ancient tent, the fortune teller explained that the party could save the land, but only by defeating the vampire who holds it captive—Strahd. She spoke cryptically of items and people who would be their salvation, mentioning a "Chimera, the chameleon, the hidden among you." She then extracted a raven with blue wing-tips from Daisy's hair and identified it as Taru, her beloved pet missing for ten years. With genuine fondness, she asked the party to tell Taru that "Mama loves him" if they encountered him again.

Suddenly, Madam Eva's demeanor changed. Her eyes went white and she hissed a warning: a shadow servant of darkness approached her tent seeking their fortunes. She instructed them not to look at the newcomer or reveal what they knew of their true nature, as the "master" would learn of her intervention and his wrath would descend upon them all. She then passed out.

Upon exiting, the party met Stanimir, an elegantly dressed Dusk Elf storyteller, and Eliza, a warm Vistani woman, both offering hospitality. A third figure arrived: Atori Radanovich, a traveler carrying a gun who was searching for his old friend Rudolf van Richten, a scholar and monster hunter.

As evening fell, Stanimir organized a formal Vistani game of storytelling where participants wagered personal items of value and told stories for others to judge as truth, falsehood, or both. The items wagered included a worn Tarokka card deck (Stanimir's), a collapsible brass spyglass (Eliza's), a werewolf manuscript by van Richten (Atori's), a wooden sunflower hair clip (Irina's), a smooth stone from a lake (Aleric's—his most precious possession), a bone dagger (Rhea's), and a rat dagger (Daisy's).

The stories revealed much about the party and their companions. Stanimir's tale of a wounded prince the Vistani sheltered, who became cursed into a tyrant, directly referenced Strahd's history and the Vistani's binding duty to aid heroes. Atori told a dark fable about a fox whose kit was killed, who then manipulated rats into destroying a flock of sparrows—a story that continues to unfold. Aleric shared a poignant personal narrative about choosing between fatherhood and his oath to the Order of the Gauntlet, keeping a single stone from his last day at a lake with his son. Irina's story was a false childhood nightmare about a direwolf chase that turned to mist. Ria told a tale about her father's stealth and skill, which was both true and exaggerated. Eliza's haunting story of Lugdana, a Paladin of the Mourning Lord with a platinum sunburst amulet symbol, was half-true—the paladin and symbol were real, but no one knew what happened after she fell at Yesterhill. Daisy told the half-true legend of "Pumpkin Chuck," a prankster who was cursed into a pumpkin-headed monster (actually watermelon-scented, but the story became pumpkin).

Irina and Ria tied with four correct guesses each, with Ria ultimately winning. Irina collected all the wagered items but returned Aleric's stone, recognizing its true personal value.

Closing

Later that evening, as the party departed for a midnight meeting at the River Iblis Crossroads, they encountered Eliza again, crouching in the bushes to follow them. Daisy grappled her from behind with a stealth check of 19, and the party sent her away—though both Aleric and Ria watched her circle back into the woods to spy on them anyway.

At the gallows, Madam Eva stood waiting. She warned that Irina's presence complicated matters, but after negotiation, allowed her to stay at a distance. To only Aleric and Ria, Madam Eva revealed a vision of Strahd's true curse: ghostly adventurers marched from the graveyard each night to Castle Ravenloft, assaulted the chapel, climbed the tower, and threw themselves into the crypts below. Every night they failed and repeated the cycle endlessly. These spirits could not be damaged, communicated with, or seen by the living. Madam Eva warned that this was the precipice upon which the party now stood. She offered them a choice: abandon the quest with no shame, or pursue it to either victory or death. The party affirmed their commitment.

Madam Eva had previously read Tarokka cards for them revealing items and guides they would need. The cards included: Card One (Carnival Wagon) describing a man in a carnival wagon who is not what he seems; Card Two (Holy Symbol) a holy symbol of great hope in a throne fit for a king; Card Three (Sword) the Sword of Sun, Sleeping Prince, Brother of Darkness; Card Four (Eight of Swords) the enemy described as a creature of darkness with power beyond mortality; Card Five (The Illusionist); and Card Six (Bottom Card) describing that what they seek lies in the wagon he arrives in. The party would need to decide which card to request clarification on or ask for redraw.


Key Events


Decisions Made

Party Decisions

The party's commitment to their quest was tested and reaffirmed despite the horror of eternal failure.

Decision Choice Made Consequence
Accept Madam Eva's guidance? Yes; sought her counsel and accepted her warnings Party learned of Strahd's curse and the eternal procession of failed heroes
Participate in storytelling game? Yes; wagered personal items and shared stories Won valuable items including Tarokka cards and a van Richten manuscript
Continue the quest after learning of eternal failure? Yes; affirmed commitment despite the cost Party bound itself to either victory or joining the eternal procession

NPCs Encountered

NPC First Meeting? Outcome
Madam Eva No (implied prior meeting) Read Tarokka cards, warned of shadow servant, revealed vision of eternal procession
Stanimir Yes Conducted storytelling game, offered practical wisdom about the Vistani's role
Eliza Yes Caught following the party; attempted to spy despite being sent away
Atori Radanovich Yes Participated in storytelling game; searching for Rudolf van Richten
Taru Yes Identified as Madam Eva's beloved raven; now travels with the party

Locations Visited

Location Notes
Sorrow Pool Vistani camp with colorful tents and central meeting tent
Vistani Camp at Sorrow Pool Site of the storytelling game and overnight rest
River Iblis Crossroads Location of the midnight revelation and vision of eternal procession

Combat & Encounters

No Major Combat

This session focused on roleplay, character development, and supernatural revelation rather than tactical combat. The only potential threat—the mysterious figure seeking their fortunes—never materialized as a direct conflict.


Loot & Rewards

Item Who Got It Notes
Worn Tarokka Card Deck Irina Belonged to Stanimir; won in storytelling game
Collapsible Brass Spyglass with Maneuverable Mirror Irina Belonged to Eliza; won in storytelling game
Werewolf Manuscript by Rudolf van Richten Irina Belonged to Atori Radanovich; won in storytelling game
Smooth Stone from Lake Aleric Shaw Returned by Irina after she won it; recognized its true personal value
Taru the Raven Ria (travels with party) Madam Eva's beloved pet; now companion to the party

Memorable Moments

"If you wish to put aside this mission, no soul could blame you. There is no shame in flight from a foe that no others have defeated."

Madam Eva, offering the party an out


Plot Threads

Threads Opened

Threads Unresolved


PC Highlights

PC Highlight
Aleric Vulnerability in confessing his oath to Strahd; emotional depth in sharing the story of his lost son
Daisy Genuine warmth and engagement with the Vistani; befriended Rictavio during later sessions with authentic interest
Ria Keen observation and tracking of suspicious behavior; won the storytelling competition with both truth and exaggeration

GM Notes

GM Only

What Worked

  • Madam Eva as a figure of power and mystery; her warnings carried weight
  • The storytelling game provided both character development and world-building in a single scene
  • The vision of eternal procession was genuinely unsettling and raised the stakes dramatically
  • Eliza as a suspicious recurring NPC created ongoing paranoia and intrigue

Foreshadowing Planted

  • The Tarokka cards set up future encounters and objectives
  • The eternal procession foreshadows the campaign's ultimate difficulty and consequences
  • The "shadow servant" warning creates tension around unknown threats within the party's circle
  • Taru's reappearance after ten years suggests powerful forces at work in Barovia

Next Session Setup

The party must decide which Tarokka card to clarify or redraw before the next session. The journey to Vallaki begins with the skeletal horseman waiting at the crossroads. Momentum has shifted from exploration to preparation and understanding of the true threat.