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16 August 2026 - Ravenloft
We Split The Party

{Standard disclaimer: recorded audio of the session, used local AI to transcribe and summarize, deleting all local files afteward, AI isn't perfect, yada yada...}

A bit of exploring and avoiding conflict in this session, and of course splitting the party is always a little stressful.

Gameplay

00:00 to 05:00

The party had stayed the night in the corner tower on the main floor behind secret doors. They recalled that there was an organ in the dining room outside the secret door. The group went down a passageway to their right, which was filled with cobwebs, but they could not remember if they took the stairs at the end or not.

The group debated whether they had gone up or down the passageway, with Steve suggesting that they may have gone up because they seemed to keep climbing higher. However, since Azdoroth could not roll, they were uncertain about their direction. After some discussion, the DM allowed everyone to regain full health as a special rule.

The session ended with the group deciding to rest and regroup in the morning before continuing their adventure.

05:01 to 10:00

Tthe players first discussed how to take a long rest for their characters. They found that under the gear tab on their character sheets, there was a daily option that could be expanded to find the camp long rest option. After ensuring everyone was at full health, the game resumed with the party deciding to continue down the complex corridor and encounter more spiders, as suggested by Trim (an NPC). The session continued with the storm still raging outside the tower.

10:01 to 15:00

The party decided to continue down the passageway filled with spiders from the previous session. The DM described that they had to be careful while clicking on the stairs as they were in a mess. The players encountered difficulties in moving their characters and activating the scene, with some experiencing technical issues such as right-clicking not working on their devices. After resolving these issues, everyone was moved down the stairs and gathered at the bottom, ready to continue their adventure.

15:01 to 20:00

The party entered another stone castle hallway with an arched roof. The players discussed what they could see, including cobwebs and cool moist air blowing their way. They couldn't determine if the breeze was coming from the end of the corridor or the opening to the left. The party decided to investigate the opening by having one of the characters, Garreth, step out and listen for noise using the "hear noise" option in their action items. After failing the roll, they determined it was quiet around the corner. The party then discussed whether to move forward into the hallway or not, noting a wooden and heavy door at the end. However, when Garreth attempted to step out to look, he couldn't see anything due to some obstruction in the players' view on that level. The party was unable to determine the cause of this issue.

20:01 to 25:00

The party continued down the castle passageway and observed doors on both sides that led to hallways or alcoves. One player, Garreth, poked the sickly yellow lichen with his pole, causing a little dust to fall. The party then moved forward, and one of them stepped into an alcove to investigate and discovered skeletons. Upon closer inspection, they realized that their companion Cinder had died and been turned into a skeleton. They discussed whether the talisman they obtained helped with turning him dead or not. The DM provided information about the ancient platinum medallion, known as the holy symbol of Ravenkind. The party was unsure how to use it for turning undead, so the DM explained that they would hold the symbol out and perform the action. The party then discussed which holy symbol they were currently using: either the one they found in the chapel or the new one, the holy symbol of Ravenkind.

25:01 to 30:00

The party was trying to determine how to use the holy symbol of Ravenkind for turning undead. The party learned that it is a class ability, not a spell, and that they should look through their abilities to find it. One player, Svetlana, was found to have two Holy Symbols, but she still chose not to take the one from the medallion when they started the game because it wasn't listed as a spell. The party then searched for the ability in their character sheets and found it under "Skills." They discovered that it is a rollable table with a range of 1-9, and if one turns nine undead, it becomes type 3 or ghoul.

30:01 to 35:00

ISvetlana used her holy symbol of Ravenkind to turn undead. She rolled a 17 on a 1d20, which according to the table, destroys up to type 3 or ghoul. However, since there were only skeletons in the room, they decided that it destroyed all ten of them. Svetlana had a plus two bonus on her roll, so she effectively rolled a 19, which was a very good roll. The party then proceeded down the castle passageway, discussing their next move and encountering more challenges ahead.

35:01 to 40:00

The party destroyed all ten skeletons in the room using Clarity's holy symbol of Ravenkind. They earned 170 XP for destroying the skeletons, which they split between themselves. The players then discussed searching for secret doors but found none. Afterward, they proceeded down the hall and moved on to their next challenge. The party also discussed poking things with a 10-foot pole before approaching them and mentioned a
1 For All video of a cleric getting upset about always healing others.

40:01 to 45:00

Garreth opened an unlocked door to find a room filled with destroyed furniture and dark stains on the floor and walls. The party then searched the rubble area but found nothing. Clarity was tasked with listening for any sounds or signs of danger at the doors, but heard nothing. The party then decided to open the eastern double doors to find a person standing there. As they prepared to face this new challenge, they discussed who would role-play Clarity and roll a charisma check to negotiate with the stranger.

45:01 to 50:00

Clarity approached a stranger named Cyrus in a castle and asked about the surroundings. Cyrus told her to retire to her room in the tower, and the master would be there to see them soon. The party tried to negotiate with Cyrus to explore more of the castle before meeting with the master but was unsuccessful. They then decided to check other doors, specifically one located north of their current position.

50:01 to 55:00

The party entered a room that was in chaos with shattered furniture, broken bones, and weapons jutting from the walls. They found no significant items or clues on the ceiling and decided to explore further north. They came across a low dark passageway leading to an ascending staircase with sickly yellow lichen covering the ceiling. The small rooms on either side of the passage had just little beds. The party searched one of the rooms but found nothing significant. Clarity then rolled for a search check and found nothing interesting as well.

55:01 to 1:00:00

The party came to a dark room through another door and tried to light a rag on fire at the end of a 10-foot pole to see inside. However, when they pushed it in, the rag disappeared into the darkness and could not be seen. The party considered casting various spells, such as fireball or dispel magic, but ultimately decided to go up the stairs instead due to the room's potential danger.

1:00:01 to 1:05:00

Svetlana, a level 7 cleric, attempted to cast the spell "Dispel Magic" on a dark room to see if it contained any useful information. However, the spell was not successful as she rolled a five on a d20 roll. The party then decided to go up the stairs instead of entering the room due to its potential danger and age. Gareth was moved back into another room before they proceeded upstairs, and they checked their character's locations by left-clicking off their main characters to expand and see where they were.

1:05:01 to 1:10:00

The party was back on the main floor in a room at the bottom of a circular stairway where one of the players had previously fallen off the stairs. The room had a mosaic floor, a vast empty tower rising above them, and a spiral staircase circling the open shaft. Another set of stairs led down, which they had just come up. They could see a pathway to the north. The DM clarified that if the party decided to go up the stairs, they could wrap around the outside of the room, but if they went through the other corridor, they could do that too. The DM also warned them about an invisible wall around the stairs and instructed them not to go over there. The party discussed moving their characters and placing them all in the same square for ease of use. They then decided to proceed through the hallway, which was similar to one they had previously passed on the south side of the castle with lots of cobwebs heading towards the corner tower. The DM warned them to stop if necessary.

1:10:01 to 1:15:00

The party continued moving through the castle, heading south towards more rooms with archer windows. They did not find anything out of the ordinary in the tower room to their left, which was basically empty with cobwebs all over. The DM added an extra 10 minutes for them. The party discussed their options, deciding whether to go back down to Sirius's room or check other doors, but they had already checked for secret doors and found none. They also debated whether to go up one floor to see if there was another level in the tower, as they were unsure if it went straight up or not. The DM instructed them to follow the round, starting from the north side and going around the tower. As they stepped onto the huge staircase, a reddish light flared to life high overhead, settling into a dull pulsing red glow. The full immensity of the tower was revealed, with a spiral staircase circling up its 240 feet height. At the domed pinnacle of the hollow tower, a pulsing red glass heart beat with light. The party could see up to the top, a light, and a door, but knew it was very high. The DM instructed those who had already stepped onto the stairs to make a dexterity check.

1:15:01 to 1:20:00

The party encountered a tower that appeared to be alive and started shaking and moving around while they were on the steps. The DM instructed them to make dexterity checks to prevent falling off the stairs. Azdoroth and Clarity managed to stay on their feet but found it challenging to continue climbing the shaking staircase. The party decided to go back down, suspecting that there might be another way around. They navigated the stairs again, with the DM clarifying that they didn't need to be next to the stairs to move their characters, just select them and click on the stairs for them to move. The DM mentioned that they had to manually move their NPCs off the stairs, which was annoying. After everyone was gathered together again, the party decided to continue moving down the hallway instead of going back up the tower.

1:20:01 to 1:25:00

The party was given an additional hour to explore and found that Cirrus, who they had previously encountered in a hallway, was not present this time. They continued to move their characters down the corridor and considered which door to enter, discussing which one might be Cirrus's room based on their previous observations. The DM asked them not to move yet while they reread the description of what they could see from each door. One door led to a stairwell going up and down, suggesting it was circular. The party debated whether to go through the stairs but decided to pause before making any decisions. There were also instances where players moved their characters inadvertently or the DM had to move NPCs.

1:25:01 to 1:30:00

The party continued down the stairs and heard yelling from their colleagues Ismark, Irina, and Knohm on the stairs behind them. Upon returning to the top of the stairs, they found that the hallway they came in appeared to have disappeared, with a stone wall now present. The DM was unable to show what it would look like but mentioned that one or more walls likely documented the party as split. When one character went back to check, they found a stone wall to the north, which could not be passed. It was discovered that Clarity had triggered a trap of some sort, and they decided to check for traps. Meanwhile, grinding noises were heard from the other side of the hall or the wall.

1:30:01 to 1:35:00

The players found that their companions Ismark, Irina, and Knohm were nowhere to be seen after they moved away for a minute. The DM hid the characters since they were not there. The question was raised about whether they wanted to try to get back to the trapped room where Clarity had triggered a trap. The party decided to check for traps before figuring out where their companions went. Azdoroth casted the "detect magic" spell, and a 10x10 area in front of them glowed as a result. They stepped into the area and rolled perfectly on two 10-sided dice. It was discovered that Astrodoth, ZugZug, and another character were all on the same square. The DM moved their characters back to where they were placed, and it was determined that Clarity had not figured out how the trap worked or its triggering mechanism. The DM mentioned that she would return with them in a minute.

1:35:01 to 1:40:00

The party was discussing how to proceed after finding that their companions were missing from the room they had been in earlier. They knew that the floor there was trapped, but could not determine what the triggering mechanism was. The DM moved the characters back to where they were placed. It was decided to have Clarity try to disarm the trap again. However, she still seemed mystified as to what was going on. The party then suggested trying to trick or tap the floor with a 10 foot pole to see if anything would happen. Nothing happened when tapped, and they were unsure of their companions' whereabouts. They decided to take the stairs up in hopes of finding out where they ended up. When asked what they had seen when going down the stairs earlier, it was mentioned that they had heard some screaming and grinding stone sounds but saw no blood. It is unclear if their companions were injured or killed. The party proceeded upstairs.

1:40:01 to 1:45:00

The party decided to go up the stairs with Azeroth and Clarity leading the way, hoping to find their missing companions Ismark, Irina, and Knohm. They came into a familiar area but did not know where to proceed next. They discussed returning to the room where they had last seen the three NPCs, but were unsure of what they would learn by doing so. The DM moved the characters back down to the services room through a secret door, and it took about 10 minutes for them to make their way back. The secret door was closed, suggesting that it may have been closed by the DM. The party continued moving and found themselves in a hot environment. They are unsure of their next steps.

1:45:01 to 1:50:00

The party continued to move with Azdoroth, Clarity, Garreth, Svetlana, and ZugZug following. The DM guided them through the secret door back to the services room. It took about 10 minutes for them to return. They then moved down a hallway and took a left turn into another room where they saw a stone archway blocking off an entrance to a wine cellar on the right. The wine cellar had rusted casts on the walls, and it appeared that the wine had dried up and covered the floor. There were also stairs going up in the wine cellar. The party then discussed whether to ask the Witch Baba Lysaga about their missing companions Ismark, Irina, and Knohm, but decided against it as they didn't think she would have any information on the trap that had possibly moved their friends.

1:50:01 to 1:55:00

The party asked Cyrus about their missing companions Ismark, Irina, and Knohm. He told them that they had retired to the tower and suggested that they should also retire to the tower. The party then discussed whether to take the same route as their friends or explore other options, including finding another way to get to them. They also discussed how to return to their old rooms if needed. The session ended with the party deciding on a course of action but it was not specified what that action was.

1:55:01 to 2:00:00

The party discussed with their DM about finding their missing companions Ismark, Irina, and Knohm. The DM suggested that they go back to the room where they were previously and then go south again to find them. The DM also allowed them to skip the trap in the roundabout way. The party decided to follow these instructions and went up circular stairs around a corner, left and down, and followed Gareth's previous path to see the other stairs. The session ended with 10 minutes remaining for the gameplay.

2:00:01 to 2:05:00

The party continued to move up the stairs after finding a closed door that their charisma check didn't reveal what was behind it. After going up another floor, they found their missing companions Ismark and Knohm who were trying hard to wake up Irina. The DM explained that Irina had fallen asleep due to the elevator trap, stone walls, and gas filled room which also dropped them to the north end of a hallway. The party was then given a description of their surroundings: a wobbling landing, a chilled draft of wind whistling through the room, circular stairs on the north end of the east wall, a single doorway with a heavy plank and metal banded door opening to the west, and an ancient portrait standing watch over the area. The session ended with the DM mentioning that they would need to wrap up soon.

2:05:01 to 2:10:00

The party found their missing companions Knohm and Ismark who were trying hard to wake up Irina. The DM asked everyone to roll a die hundred, but Clarity was not present as she was still on the stairs down. The DM then moved Clarity slightly away from the stairs. The party was then left with Irina who was asleep, and a creepy guardian portrait thing staring at them. The session ended.















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