A wedding is meant to be a time for happy celebration. But, as the mists of Ravenloft approach it may be nothing more than a final reminder of what they will lose.
You can find many things at a carnival in the mists. You could find entertainment, mystery, love, or even what your future might hold. But some things in the carnival aren't meant for all visitors. Some things are meant to stay hidden.
As night falls on the carnival and the gray mists turn to darkness, tensions rise within the party. Can they really trust one another? Are they all telling the truth? And are all of them acting under their own control?
As the mists roll in, some of our adventurers learn new secrets about themselves, while others keep some close to their chest. Will this save them? Or will it be their downfall?
Nowhere is safe in the Domains of Dread. Especially the places that seem the safest. If the party isn’t careful, It is going to take everything in the their power to survive Falkovnia.
Death may not be the worst thing that can happen to you in Falkovnia. For some, it changes nothing. For others it is just a bump in the road. But for the right people, it’s an opportunity to increase their ranks.
When faced with an unending tide of undead - what lengths would you go to in order to save your city? Would you simply rally your troops? Or would you turn to something just as dark to help? As the party awaits their audience with the local ruler, they find they must be careful of what they say, and who they say it to.
In Falkovnia not even undeath can save you from the plague. Worst of all, it can redefine what undeath means for you. And if that weren’t bad enough the party now has the attention of several Dark Lords. Even if they don’t know it.
Many say that the mists of Ravenloft only take, but from time to time they give as well. These gifts come in many forms; items, information, revelations, and even help. They may come in your hour of need, but rarely should they ever be fully trusted.
Many things are lost in battle. Some lose their innocence. Others lose loved ones. For many there is an entire loss of hope. And for at least one side the battle itself is lost. As the walls are overrun around them, the party must decide what action is most important to them, and which one will let them see the sun rise again.
Just because you escape a Domain of Dread doesn’t mean it is done with you. The House of Lament calls to the party to finish what they started not so long ago. But if they’re not careful, the house may finish them first.
For some beings in Ravenloft not even death can stand between them and their goal. They will neve stop and never relent - no matter what the party may throws at them. In the House of Lament it may be better to have an escape plan than a battle plan.
For some beings in Ravenloft not even death can stand between them and their goal. They will neve stop and never relent - no matter what the party may throws at them. In the House of Lament it may be better to have an escape plan than a battle plan.
Enemies are everywhere in Ravenloft. Some may be more obvious than others - and some may just be waiting for their chance to strike. The best you can hope for as you navigate the mists is a chance to strike first. But oftentimes it may just be better to run for your life.
A mind is a terrible thing to waste. But in the mists, your mind may not be your own. And beyond the mists, your mind might be some foul creature's next meal.
The party knows that Ravenloft is full of secrets. They hide in the mists, in the shadows, in the very ground beneath their feet. But some secrets lay dormant in places they would never guess. Some secrets are hiding only skin deep.
You never know who - or what - you’re going to find in the mists of Ravenloft. In most places, you’re less likely to find a friend than someone that wants you for dinner. But on some rare occasions, you may find someone you’re connected to. Family even. But are they friend or hunter?
After a tough fight, the party regroups to rest and get answers. The corpse of a young ghoul holds the answers, but what it has to reveal may be more than some of them can bear to learn.
Finally able to take a breath, the party returns to the Carnival to decide what to do next. But, some can’t shake recent revelations from their minds. Others, meanwhile, struggle with what they may face in the future.
The party knows now that nowhere in the mists is safe - not even the carnival. But there may be more deadly secrets under the tents than they previously thought. And perhaps they will have to go deeper to not only uncover those secrets, but also to survive.
The mists call once again, this time to Mordent. They may be a member down, but they believe answers wait for them in this land of ghosts. But little do they know, Mordent holds more questions than answers, but also a dear old friend.
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The light and the dark have more in common than most think. They feel safe in the light, but little do they know it hides just as many secrets and dangers. As the party finds their way into the Feywild, searching for answers, the mists of Ravenloft are eager to follow.
Like the Feywild itself, the party is full of surprises. Thrown into a new realm, secrets are forced out of the shadows. Will they rip each other apart? Or will they find the strength to overcome primal instincts, and focus on the journey ahead.
After a dangerous introduction to the Feywild, the party wakes from sleep plagued by nightmares - even if some of them don’t normally sleep. The Witchlight Carnival promises to be a break from the death and horror of Ravenloft. But, not all creatures under the big top are there to entertain…
The Witchlight Carnival is a distraction from the mists, but the party would be wise to not let their guard down. They have a goal here - finding Zybilna - but in order to do so they’ll need to talk to the people in charge. Mr. Witch and Mr. Light.
...There’s also a lot of adorable, wholesome things too, I guess...
The mists of Ravenloft are never truly done with those who traverse it. Even in places that seem most safe and away from them, the dark beings within can seek travelers out. Now finding themselves whisked away from the Witchlight Carnival the party is called on to protect someone. Their confidence is high, but can they keep their heads firmly on their shoulders?
Whisked away from Ravenloft once more the party finds themselves back in the Witchlight Carnival - but there is no time to rest. The time to has come to finish what business they had at the carnival and move deeper into the Feywild. Helping them along is the self-proclaimed Greatest Bard in the Multiverse, and to get the party where they need to be she’ll need to jam a few spells.
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