Session 1

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Journal Entry

The Chronicles of Barovia: Entry from Kreslik

The party arrived at the fortress-town of Kreslik as evening approached, their cart laden with refugees from the werewolf attack and bearing herbs from the mysterious Margaret. The imposing settlement loomed before them - forty-foot walls crowned with ballistas and crude but effective cannons, twin towers flanking massive iron-cast steel doors carved with the settlement's name. Guards in winterized armor watched from the parapets, crossbows at the ready.

When challenged by the sentries, Ambition took the lead with characteristic theatrical flair, announcing them as "Humble adventurers. Mist walkers" and mentioning their cargo of rescued civilians. The guards, recognizing their reputation from the Festival massacre in Vallaki, allowed them to approach but demanded the customary tests - holy water and silver needles to detect corruption.

The screening process revealed the precarious nature of their group's supernatural entanglements. Ambition barely passed despite carrying multiple cursed artifacts, including her corrupted blade and silver tongue, the latter hidden through clever deception. She spun a tale of being a "holy woman" with a divine mandate to collect dangerous magical items - a claim that somehow convinced the knights despite its dubious nature. Felix showed slight discomfort with the silver but nothing more alarming than nerves. Most remarkably, Ilya's ring of mind shielding perfectly masked his undead nature, leaving the examining knight confused but finding no concrete evidence of corruption.

The most delicate moment came with Barbara's testing. Felix orchestrated a careful deception, having the traumatized girl break down in tears - a reaction all too genuine given her recent ordeals. His explanation of her suffering (carefully omitting the vampire bite) convinced the guards to show mercy, allowing him to guide her through without the full examination. The scarf Ambition provided concealed the telltale marks on her neck.

Once admitted to Kreslik, the party discovered a settlement transformed by desperation. The former military outpost had evolved into a cramped, vertical city overflowing with refugees. Buildings towered over narrow streets in confusing patterns, blocking most sunlight, while displaced townspeople from places like Rhymewood unpacked belongings wherever space could be found.

Their knight escort led them to Darovich's Inn, one of the few establishments with available rooms. The weathered innkeeper welcomed them with surprising warmth, offering free whiskey and valuable information about the settlement's situation. His tales painted a grim but fascinating picture of recent history.

General Dmitry Kreskov emerged as a figure of genuine heroism - a man who had defied Strahd's demands for blood sacrifice and maintained Barovia's true history within his domain. This defiance came at a terrible cost: Strahd cursed his four children, killing three while the youngest survived only through the Abbot's divine intervention. The current war began when Kreskov's remaining son attempted peace negotiations with the werewolf tribes, only to be murdered by Kiril, son of a werewolf chieftain. Years later, Kiril assumed control of the tribes and forged an alliance with Ravenloft, creating the two-front war that now threatened humanity's last bastion.

The Abbot's description proved equally intriguing. For two centuries, this ageless figure has provided miraculous healing to Kreslik's defenders, capable of restoring entire battalions overnight. Yet he deliberately avoids leadership, keeping his "mongrel folk" separate at the Abbey of St. Markovia while maintaining that his "doors are always open." His ability to counter Strahd's curses represented hope in an otherwise desperate situation.

Darovich's casual mention of the Torrenescu name when Arsinoe inquired suggested old connections to the werewolf leadership, though he claimed little knowledge of their current status. The conversation revealed the deep roots of Barovia's supernatural politics, with ancient family lines still influencing present conflicts.

As the party settled into their rooms for a much-needed rest, they faced two immediate objectives: the promised audience with General Kreskov, to be conducted under magical compulsion for truth, and their ultimate goal of meeting with the Abbot. Both encounters would require careful navigation, particularly given their group's collection of secrets and supernatural complications.

The evening's revelations painted Kreslik as a place where defiance against darkness persevered despite overwhelming odds. Here, unlike in Vallaki, leadership seemed competent and genuinely committed to protecting their people. Yet the costs of such resistance were evident everywhere - in the overcrowded streets, the constant military presence, and the haunted knowledge that this might truly be humanity's final stand in Barovia.

The party retired knowing that their reputations as the Mistwalkers who survived encounters with Strahd's forces preceded them, but also understanding that trust would need to be earned through transparency. The magical compulsions awaiting them in the General's audience would test just how much truth they were willing - or able - to share.