# Into the Mists

> From the Curse of Strahd game wiki (it covers the whole game, spoilers included): https://curseofstrahd.app/wiki/quests/into-the-mists.html. Unofficial Fan Content permitted under the Fan Content Policy, not approved or endorsed by Wizards of the Coast.

> [!infobox]
> ![quest into the mists](https://curseofstrahd.app/wiki/img/shots/quest-into-the-mists.webp)
> **Type:** Main quest
> **Region:** [Into the Mists](https://curseofstrahd.app/wiki/regions/into-the-mists.md) · level 1
> **Starts at:** [The Old Svalich Road](https://curseofstrahd.app/wiki/locations/the-old-svalich-road.md)
> **Next:** [Death House](https://curseofstrahd.app/wiki/quests/death-house.md)

## Summary

The road you were on is gone. The mist has delivered you somewhere else: a dark valley, a wolf-haunted road and a village at the end of it.

## Walkthrough

### Getting the quest

The game opens here. Your party stands at the east end of [The Old Svalich Road](https://curseofstrahd.app/wiki/locations/the-old-svalich-road.md), in the Svalich Woods, with a wall of fog at your backs. Before you do anything else, examine **the mist behind you**. That plays the arrival, puts Into the Mists in your journal at Lost In Mist, and starts each prebuilt hero's personal quest: [A Knight, More or Less](https://curseofstrahd.app/wiki/quests/a-knight-more-or-less.md) for Godrick, [Carry the Dawn](https://curseofstrahd.app/wiki/quests/carry-the-dawn.md) for Liriel, [Grandda's Trail](https://curseofstrahd.app/wiki/quests/granddas-trail.md) for Thistle, [A Seat at the Table](https://curseofstrahd.app/wiki/quests/a-seat-at-the-table.md) for Ratatouille, [The Last Lesson](https://curseofstrahd.app/wiki/quests/the-last-lesson.md) for Wren and [The Fine Print](https://curseofstrahd.app/wiki/quests/the-fine-print.md) for Kip. A custom hero in a pregen's place starts none. If you walk off without touching the fog, nothing is lost: the arrival plays instead when you reach the wolf in the narrows (step 3), with the same journal entry and the same personal quests, and then goes straight on to the standoff with the wolves.

![loc into the mists road 1](https://curseofstrahd.app/wiki/img/shots/loc-into-the-mists-road-1.webp)

### Step by step

1. **Try the mist.** After everyone has said why they came, you can walk back into the fog to see what happens: it holds you a moment and hands you back to the road, facing west. (If the arrival plays at the wolves instead, that offer is skipped, but you can still come back and examine the fog any time.) There is no way out to the east. The road runs west through the woods, past the Gates of Barovia, to the edge of the village.
   ![mists arrival](https://curseofstrahd.app/wiki/img/cutscenes/mists-arrival.webp)
2. **Look around the woods (optional).** Everything here is before the wolves:
   - [Ilarion](https://curseofstrahd.app/wiki/people/ilarion.md) sits on a stone right by the fog, asking what day it is. He starts [The Last Traveller](https://curseofstrahd.app/wiki/quests/the-last-traveller.md). Agreeing to walk him home brings five wolves down on you at level 1, so you may prefer to come back for him later; he waits.
   - An abandoned cart in the clearing south of the road: [Rope](https://curseofstrahd.app/wiki/items/equipment.md#rope), [Torch](https://curseofstrahd.app/wiki/items/equipment.md#torch) (3), [Ration](https://curseofstrahd.app/wiki/items/equipment.md#ration) (2) and 2 gp.
   - A hunter's wolf trap hidden in the road itself, a few steps west of where you start. You spot it at DC 11 and can disarm it at DC 11; walk into it and it's a Dexterity save (DC 11) or 1d6 piercing.
   - A torn deer carcass in the clearing north of the road. Examine it and you're offered **Survival DC 12** to read the tracks. On a success you see the wolves moving in a line like a picket, which opens an easy way past them in step 3. This is one try for the whole party. Separately, the carcass's right-click check "Read the wolf sign by the carcass" (also **Survival DC 12**) shows you the trap and a traveller's pack trampled under the carcass. The pack is a hidden find (Search, DC 12) holding [Boots of the Winterlands](https://curseofstrahd.app/wiki/items/magic-items.md#boots-of-the-winterlands).
3. **Get past the wolves.** At the west end of the woods the road squeezes through a gap one square wide, and a grey wolf stands in it with more waiting behind ([The Wolves](https://curseofstrahd.app/wiki/people/the-wolves.md)). There is no way round. Talk to them and choose:
   - **Intimidation DC 13**: stand tall and shout them off the road.
   - **Animal Handling DC 12**: eyes down, walk through slowly. Thistle approves (+2).
   - **Insight DC 10**: nod to them like sentries at a gate. Only offered if you read the tracks at the carcass in step 2.
   - **Arcana DC 12**: only offered if you have a Wizard, who scatters them with harmless light and thunder.
   - [Speak with Animals](https://curseofstrahd.app/wiki/spells/level-1-spells.md#speak-with-animals) (already running, or cast on the spot by someone who knows it): the lead wolf tells you its master wants to look at you, mentions an "old one in the white" if you haven't met Ilarion yet, and steps aside. No roll, and Thistle approves (+2).
   - Draw steel, or wait (which only shows you they aren't leaving).

   Any failed roll means a fight. The fight is three [Wolf](https://curseofstrahd.app/wiki/bestiary/wolf.md) (150 XP, Low for a level 1 party of four): two on the far side of the gap and one coming out of the trees behind you. Wolves get Advantage when a packmate is next to you, and a bite knocks you prone, so turn someone round to deal with the one behind and hold the gap so the other two can only come through one at a time. Talked past or fought, the journal moves to The Pack.
4. **The Gates of Barovia.** Past the narrows two headless stone knights keep a pair of iron gates that swing open by themselves. Worth a stop:
   - The wayside shrine to the Morninglord: pray at it (**Religion DC 11**) for Heroic Inspiration.
   - A loose board behind the shrine (Search, **Investigation DC 12**): a [Ring of Mind Shielding](https://curseofstrahd.app/wiki/items/magic-items.md#ring-of-mind-shielding).
   - The statues' plinths (**History DC 12**): a codex entry, and it points out their stone heads in the weeds (otherwise a Search at DC 12; they're only scenery).
   - A gate guard's sword in the weeds below the statues (Search, **DC 13**): a [Weapon of Warning](https://curseofstrahd.app/wiki/items/magic-items.md#weapon-of-warning). Climbing the oak at the village edge (step 5) also shows it to you.

   Hidden finds that hold an item give each character one look: whoever misses has missed it for good, but someone else can still try. Remember this gate: after dark, once you've heard the rumour, [The Last Muster](https://curseofstrahd.app/wiki/quests/the-last-muster.md) happens here.
   ![loc into the mists road overview](https://curseofstrahd.app/wiki/img/shots/loc-into-the-mists-road-overview.webp)
5. **The village edge (optional finds).**
   - A traveller's pack in the ferns of the north cottage yard (Search, **DC 12**): a [Signal Whistle](https://curseofstrahd.app/wiki/items/equipment.md#signal-whistle).
   - The old oak with a broad, low bough (**Athletics DC 10** to climb): from the bough, ten feet up, you see the guard's sword glinting by the gates.
   - A crow on a barrel in the alley south of the road. If someone has [Speak with Animals](https://curseofstrahd.app/wiki/spells/level-1-spells.md#speak-with-animals) running or knows it, ask what it's seen: the two children in the road "have no smell", the tall house eats the ones who go in, and there's a pack under the dead deer back up the road (this marks the pack as found). It also gives you something to say to the children.
6. **The children in the road.** [Rose](https://curseofstrahd.app/wiki/people/rose.md) and [Thorn](https://curseofstrahd.app/wiki/people/thorn.md) stand on either side of the road where the cottages begin. Talking to them starts [Death House](https://curseofstrahd.app/wiki/quests/death-house.md): their baby brother Walter is down in the basement with a monster, and they won't go back in. Ask whatever you like: which house (the tall one inside the village, by the dead tree, with the iron gate), where their parents are (they went downstairs with their friends, in black robes), what the monster is like. Then:
   - **Insight DC 13** (watch them closely) or **Arcana DC 14** (look for magic on them). You get one try between the two, pass or fail. A success shows you they are an old illusion made to draw you into the house, and counts as one piece of the lore that matters at the end of [Death House](https://curseofstrahd.app/wiki/quests/death-house.md).
   - If the crow talked to you, "The crow down the road says you two don't smell of anything at all" does the same with no roll, even after a failed try.
   - A Cleric can offer to pray with them, which earns Heroic Inspiration.
   - Into the Mists completes at Village Edge as soon as they've made their plea. **"We'll find Walter. I promise."** or **"We can't help you."** ends the talk.

   Then take the road west into the [Village of Barovia](https://curseofstrahd.app/wiki/locations/village-of-barovia.md). Death House stands in its own lot at the village's south-east corner, just south of where the road comes in.

### Choices and endings

There is one ending, Village Edge, and the quest itself pays nothing; the loot is on the road. Three choices along the way are remembered:

- **How you passed the wolves.** Talking them down or fighting changes what the narrator says at the gates and which Death House banter can play (a fighter and a cleric remark on the picket line if you talked; Thistle and Ratatouille connect the stuffed wolves in the Durst den to the pack if you fought).
- **Promise or refuse.** Promising pleases Godrick (+3), Liriel, Thistle, Wren and Kip (+1 each). Refusing costs you with Godrick (-3), Liriel, Wren and Kip (-2 each) and Thistle (-1). A promise also comes back at the altar under Death House, where the shades tell you the child was theirs first.
- **Seeing through the children.** One piece of Death House lore. Gather four and you can face the altar with a head start.

### If you're stuck

- **The fog keeps turning you round.** That's all it does. The only way is west.
- **The wolves won't leave.** Waiting never works; pick an approach or fight.
- **No Insight option with the wolves?** It needs the Survival check you get by *examining* the carcass, not the right-click wolf-sign check, which only shows the trap and the pack.
- **Personal quests missing from the journal?** They start at the latest when you talk to the wolves in the narrows, since the arrival plays there if you never looked back at the mist. On an older save that got past the wolves without it, go back to the east end of the road and examine the mist.
- **The quest is still open.** Rose and Thorn finish it. They come up to you when you get near them in the road, and they vanish once you set foot in Death House. An older save that went past them into the village or the house closes the quest when it loads.

## Rewards

**What your companions think**

- **Godrick Pendlebrook:** +3 you promised two frightened children you'd find their brother; -3 you told two lost children you couldn't help them
- **Liriel Dawnsong:** +1 you promised two frightened children you'd find their brother; -2 you told two lost children you couldn't help them
- **Thistle:** +1 you promised two frightened children you'd find their brother; -1 you told two lost children you couldn't help them; +2 you asked the master's wolves what they wanted, in their own tongue; +2 you walked through the wolves with your eyes down, the way you'd pass a strange dog
- **Wren Featherfoot:** +1 you promised two frightened children you'd find their brother; -2 you told two lost children you couldn't help them
- **Kip Smudgewick:** +1 you promised two frightened children you'd find their brother; -2 you told two lost children you couldn't help them

## Fights

- *The pack stops pretending.*, in [The Old Svalich Road](https://curseofstrahd.app/wiki/locations/the-old-svalich-road.md): [Wolf](https://curseofstrahd.app/wiki/bestiary/wolf.md).

## Journal

> [!quote]- Every journal entry and hint
> **Lost In Mist**: Fog rolled over the road and did not roll back. When it thinned, the road behind us had become a wall of white that turns us around whenever we walk into it. The only way is forward.
> *Hint:* Follow the Old Svalich Road west, away from the mist.
>
> **The Pack**: A wolf pack held the narrows of the road and watched us like sentries, not hunters. We got past them. Someone, somewhere, now knows we are here.
> *Hint:* Follow the road on to the village; there are children on the road at its edge.
>
> **Village Edge** (the end: success): Past the headless statues of a stone gate, the road brought us to the edge of a village. Two children were waiting in the road, as if for us.

> [!abstract]- Every skill check in its conversations
> - Insight DC 13: Something about them is wrong. Watch them closely.
> - Arcana DC 14: Is there magic on them?
> - Intimidation DC 13: Stand tall and shout them off the road. If they don't give way, they attack.
> - Animal Handling DC 12: Eyes down, move slowly, walk through. Startle them and they attack.
> - Insight DC 10: They're sentries, not hunters: nod to them and walk on. Misjudge them and they attack.
> - Arcana DC 12: Scatter them with harmless light and thunder. If they don't scare, they attack.

## Related

- **People:** [Rose](https://curseofstrahd.app/wiki/people/rose.md), [Thorn](https://curseofstrahd.app/wiki/people/thorn.md), [The Wolves](https://curseofstrahd.app/wiki/people/the-wolves.md)
- **Places:** [The Old Svalich Road](https://curseofstrahd.app/wiki/locations/the-old-svalich-road.md)
- **Next in the story:** [Death House](https://curseofstrahd.app/wiki/quests/death-house.md)

> [!example]- Cutscenes
> **Out of the Mists**: The party steps out of the mist onto the Old Svalich Road, the sunless valley of Barovia below.
> ![mists arrival](https://curseofstrahd.app/wiki/img/cutscenes/mists-arrival.webp)
