Ill Tidings
The party regroups with Kasimir and the dusk elves after everything that’s happened. They then make plans to visit Berez.
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Zero Initiative: Curse of Strahd
Zero Initiative
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Iron Maiden Pub Quiz
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Entre Meufs
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Quoth the Raven
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FUN_RADIO
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All That Implies
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Cryptid Cocktail Party
Les Podcasts de Garage
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The Midside
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Dear Media
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Nick Leighton & Leah Bonnema
Hard Factor
The Pepper & Dylan Show
Frequency Podcast Network / Pepper, Dylan & Robbie
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The Cavalry
Andrew Sleighter and Johnny Beehner
Gott Snack med Fredrik Söderholm
Fredrik Söderholm
What the HELL Were You Thinking?
Dave Bledsoe
Cabin Pressure with Shawn and "G"
Shawn & G
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The Teen Commandments
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talkSPORT
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Jimmy Carr: Crowd Work
Jimmy Carr
Comédie
Zero Initiative
The party regroups with Kasimir and the dusk elves after everything that’s happened. They then make plans to visit Berez.
The party tries to take refuge in Vallaki with mixed results. Fursat runs into some old colleagues.
The carriage ride of death comes to an end. Kasimir faces his past.
The party confronts Rahadin as he tries to escape with Ireena in tow. Things get a little messy.
The party concludes their ominous dinner with the Lord of Barovia. The consequences of their choices become clear immediately.
Fursat gets to know the ferocious Volenta Popovski. The party experiences what is, for most of them, their first ballroom dance.
Tuck speaks with their father, and Talia and Sol get to know Lord Esher and Lady Anastrasia better. TW: 00:06:00 - 00:06:54 - descriptions of body horror 00:24:00 - 00:25:00 - descriptions of body horror 00:00:00 - 0...
Our adventurers sit down for dinner with the Lord of Barovia and his four beautiful brides. It goes about as well as one would expect.
The party arrives at Castle Ravenloft and don some new apparel before the spookiest dinner of their lives.
The gang explores the mountain village of Krezk before a carriage arrives for them.
The players cement their alliance with the Martikovs and have a disturbing encounter on the road.
The party wraps up their battle with the druids, and Fursat lights a fuse.
Our heroes attack the druids and their berserker guards all for the sake of saving Barovia’s greatest treasure: wine.
Our heroes approach the Druids’ hideout. No one sticks to the plan. TW: 00:47:09 - 0047:14 - gore
The party hits the road in order to pay the druids of Yester Hill a visit. Tuck does some gravedigging.
The party recovers from their brawl at the winery. A messenger arrives, and Ireena’s past becomes harder to ignore.
The party regroups with the Martikovs and, for the first time, decide to make a plan. TW: misaphonia: chucking: 2:40-45
The party is accosted by plant blights and does some tree trimming. Zoldar Zoldarovich encounters a nasty surprise. TW: Violence throughout Misaphonia: wretching: 47:50-to end
The party begins the arduous task of clearing the druids out of the winery. TW: Violence throughout Misaphonia (shrieking) 4:45-5:00
The party begins their siege of the Wizard of Wines Winery. TW: Violence throughout Misaphonia (screeching, gurgling) 8:22-8:45
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