Chronicle · · 6 min read

Tser Pool

Our Fortune Told

We are welcomed to a Vistani camp by a man who introduced himself as Stanimir.

Madam Eva remarks that she once had a pet Raven called “Turo”, and our temporary companion reminds her of him. She then offers to read our fortunes, but warns that a shadow approaches the tent. We are to be careful not to reveal anything to them, not even that we know of their true nature or their master.

Madam Eva then pulled five cards from a deck and performed a reading for us.

  1. Tells of History; knowledge of the ancient will help with your enemy: Traitor 9 – priest pointing at a guardsman with a dagger behind his back. Ancient foe of an old an noble house. Wandering soul will lead you to him
  2. Top of cross; Tells of powerful force of good and protection: Myrmidon 5 swords – armored warrior with word and shield obscured by heavy helmet.
  3. Burst of white, power and strength weapon of vengeance sword of sunlight: Bishop 8 Glyphs
  4. Light on the one that helps greatly in the battle: Mists (Crown)
  5. Enemy is creature of darkness whos power is beyond mortality, when you are ready for judgement this card will lead you to him: *Marionette (Crown)*- emperor in finery reaching for goblet of wine

Madam Eva looked tired after the reading. Flaps of the tent opened up on their own. Strahd leaves Madam Eva alone because he fears her. He can’t see into the future like she can. If she rereads our fortune it might change our future.

Traitor: Look for a wealthy woman, a staunch ally of the devil. Lock and key with the bones of an ancient enemy.

Myrmidon: Look for a den of wolves in the hills overlooking a mountain lake. Treasure belongs to mother night.

Bishop: What you seek lies in a pile of treasure, beyond a set of amber doors.

Mists: A vistano wanders alone searching for a mentor. Doesn’t stay in one place for long. Seek her out in St. Markova Abbey near the mists

Marionette: Look to Great heights, find the beating heart of the castle.

Meet Eliza and Arturi Vedonavich just outside the tent.

Arturi looks to be another visitor to the camp like us, despite looking like a Vistani. Has been a while since he’s been around a Vistani fire. We are treated to a hearty meal. Eliza seems very interested in learning our names and about our journey. Arturi asks about Rudolf Von Richten, and claims to be an acquaintance of his. He’s impressively hard to kill.

I fear that Eliza might be a member of the shadow we were warned about.

Tales are told as we decide who tells the truth and who lies, with everyone wagering something.

Stanimir goes first – Came from an ancient land of kings but were forced from it. Wounded soldier came into camp who they helped. He was hunted by his enemies. Claimed he was a prince and was hunted by wolves. Helped him home, and promised they would be safe here and welcome to come and go as they wished. A curse fell onto the prince and turned him into a tyrant. They need heroes to help put his soul to rest.

Grom – Caries a tooth with him, as do each members of his family. How grim; he would probably get along with the Hexblood.

Olfin told a lie about his wretched birth and being raised by hags. Who knows if they lie about the lie or what truth can come out of a Hexblood.

Aera tells a sad tale of her family and her loss that brings us all to tears.

Eliza – Each raven has a lost soul. Sing of Luda a morning lords … raven kind. Demon lord Ludana? Raven Kinds Token
Demon lord banished. Luk Dana memory? A key element seems to be a Holy Symbol of Raven Kind.

Arturi – Fox known for wisdom and skill. Sparrows brought him their child, but he couldn’t cure it. Mad with grief they stoke the kit from the fox and delivered to the wolf. Rats despised sparrows, so the fox promised the rats he would help find the sparrows for them to kill. The flock suffered for the crime of six.

Irena tells a tale of a wolf near a lake, but claims it Was just a dream

Grom wins the game and the prizes: a manuscript on werewolves, a telescope that can see around corners, and deck of special cards.

Olfin reads the manuscript, authored by Dr. Rudolph van Richten, to us around the campfire. It is titled “A Study of the Werewolf’s Curse,” and reads as follows:

Werewolves are among the most fearsome lycanthropes, bearing a curse as ancient as it is terrifying. For them, the affliction of lycanthropy transforms even the most civilized individual into a monstrous beast, warping the lines betwixt man and nature.

In its humanoid form, a werewolf retains many of the characteristics of its original identity, save for certain nuances such as heightened senses, an explosive temper, and an odd preference for rare meats. Over time, subtle features that hint at their animalistic nature begin to manifest. Nevertheless, it is in their wolf and hybrid forms that the true horror of the curse is revealed. A werewolf’s hybrid form is particularly terrifying, with a muscular humanoid body crowned by the head of a ravenous wolf. It is capable of wielding weapons, though its favored means of attack are its devastating claws and powerful bite.

Werewolves typically abandon civilization soon after their transformation. Those who reject the curse flee in fear of harming their loved ones, whereas those who accept it fear exposure and the repercussions of their violent deeds. Out in the wild, they form packs, living in cohesion with ordinary wolves and dire wolves alike.
The most tragic aspect of lycanthropy is its transmission. A humanoid can contract this curse through a wound inflicted by a lycanthrope or through inheritance if one or both of its parents are lycanthropes.bq).

The cursed have two paths: they may resist the beast within or embrace it. Those who resist bear unending strain—until the rising full moon triggers a compulsory and horrific transformation. These individuals often experience bloody, haunting dreams: echoes of the carnage wrought in their madness.

Some twisted souls, however, choose to accept their beastly nature. With time, they can master their abilities, calling upon the wolf’s resilience and strength as they will. To do so, however, they must first perform a particular gruesome and foul act—one which I will decline to describe in these pages.

One sure way to identify an afflicted individual is the presence of a perpetually raw, bloody wound: the scar of the initial curse transmission. This wound never fully heals until the curse is lifted.

Beyond this mark, however, these creatures bear an extraordinary resilience. Conventional methods of harm prove ineffective in permanently subduing a werewolf. Only through the bite of silver or the chill of death’s power can a werewolf be truly put to rest.

A spell of removal can also cure an afflicted lycanthrope, though those who accept the beast may fight it bitterly. As for those unfortunate souls born under the curse, they are doomed to bear their affliction for life. As far as my research has shown, there exists no cure, no respite for such individuals. They are caught in an eternal struggle, forever haunted by the wolf within.

Arturi bids us farewell and heads out of the camp in the darkness.

No one in the camp was concerned with his leaving. It sounds like he tries to avoid the camp as he is chased by creatures that would hurt the innocent.

Olfin and Weeble follow Arturi into the forest (stealthily). Find Arturi up in a tree, surrounded by 12 zombies.

Stanimir tells us the true story of Arturi: 20 years ago… related to fox story. Arturi searches for Von Richten to see if his curse could be lifted.

We sleep the night at the camp and heal up.

In the morning Madam Eva offers up a pouch with 10 gold pieces. Asks Aera to deliver the coins to Blilnksly toys in Vellaki to buy something for her grandchild eraville. Please deliver it to the south west of Vellaki where a Vistani encampment is at. It must be done within two days. Aerabell is interesting to talk to and befriending her family will be a gift in itself.

We Encounter Skeletal Rider on path out of the camp. The Skeletal rider and war horse coming out of the mists. Possibly the poor soul we found dead on the side of the road getting stuck in the mist loop.

Where we were

Tser Pool · The whole trail

Tser Pool: 3 sessions Session 10, April 16, 2024: Tser Pool 10

Originally posted on Obsidian Portal.