Barovian Scouts

  • no one has passive 16 or higher, so they just hear the voice calling out whos there
  • They’ve met Kereza before, she was the one guarding when they first entered Barovia
  • They make sure Ireena is not being kidnapped
  • Warn about spies including wolves, bats, sometimes even the trees
  • Ireen reassures them shes leaving of her own will
    • They think its a good idea, its far safer in vallaki
    • Ireena says its purely a diplomatic and humanitarian journey, players are her bodyguards is all
  • Scouts are looking for the Lansten family: 2 parents, 3 children (a girl and 2 boys). they went missing during the siege and havent been seen since
  • Starts to rain after they depart, mist starting to pickup through the underbrush

Van Richtens Cache

  • They are being stalked by a wolf this part
  • This is where the cache is that Doru told them about
  • There are five figures in the clearing where the cache is buried
    • 5 zombies, its the Lansten family above
    • they can be fought or lured away
  • The cache itself is a small, unlocked wooden chest containing 20 silvered crossbow bolts, a light crossbow, two healer’s kits, two vials of holy water, and one potion of healing.

River Ivlis Crossroads - STRAHDS HERE

  • They get the text description AND
    • “There’s a graveyard and some gallows littered around the crossroads. Across from them is a signpost, East the way you came says Barovia. Northwest says Tser Pool, and Southwest says Ravenloft/Vallaki.”
  • Strahds carriage arrives
  • Strahds questions
    • “Ismark Kolyanovich defied me by obstructing the justice I meted out unto his village. Why should I, as his lord, not punish him for his disloyalty?”
    • “I have claimed Ireena Kolyana, and marked her as my own. Why should I not take her with me to Castle Ravenloft right now?”
    • “You are trespassers in my lands, and the last outsider that entered Barovia fostered sedition and treachery. Why should I not dispatch you now, just as I disposed of him?” (Strahd’s question is referring to Dr. Rudolph van Richten.)
    • “Immediately prior to your entry to my lands, you caused great damage to a group of my servants—the occupants of a particular house on the borders of my domain. I had relied upon those servants to bring me specimens of interest, but your activities have left them indefinitely indisposed. Why should I not punish you for your crimes against them?”
  • Strahd concedes these
    • He agrees to overlook Ismark’s transgressions, so long as Ismark does not defy him or act counter to his will again.
    • He agrees to allow Ireena to depart the River Ivlis Crossroads safely. (Strahd will not grant a longer grace period than that.)
    • He agrees to refrain from judgment against the players unless they take action directly against his person.
    • He agrees to forgive the players their transgressions against the cult of Death House.
  • If the players appear to doubt Strahd’s fidelity to his concessions, he promises, “Fear not, dear children. I am no liar. We both know deception is for the weak.”

Strahds Greetings

Give players opportunity to respond/ask questions etc between.

  • You Krampus. You are a confusing one. I have never seen your kind manifest in this…form before. It is quite curious and I’m going to learn more. I simply must.
  • Ah Aum Naum the Conqueror. How do you do my friend? I’ve heard tell of your battles as a gladiator. When you use the elements to murder your enemies is just so delightful! I may have to incorporate some of that into my own repertoire
  • Ray Meribold. A dragonborn…though a unique one at that. You know this land actually used to have a dragon guarding it. I have its skull now, it makes for quite the chandelier.
  • Sir Reginald Thaddeus the Third. I take it you are a holy man no? Tell me, if the gods cannot enter my domain, then whose divinity are you channeling I wonder?
  • Lady Ellisandre de erivan. I can see right through that mask of yours, straight into the starry eyes beyond. Tell me, is the mask to protect you from the outside world, or is it to protect the outside world from your gaze?
  • And of course, last but not least. Lady Kolyana. I do so miss our last meeting. Has Lady Kolyana properly introduced you all to my domain? I do apologize for any of the “folkatles” you may have heard.

After introductions have been made and welcomes made, continue

Now then, I’ve heard such wonderful things of your exploits. Your fiery valor in laying to rest the souls at a certain house on the edge of my domain. However, I had relied upon those servants to bring me specimens of interest, but your activities have left them indefinitely indisposed. Why should I not punish you for your crimes against them?

CONTINUE ON TO OTHER QUESTIONS AS FIT

Strahds departing message:

  • Now then, me and my friends really must be going. We have some things to tend to back at the castle. the dire wolves emerge if not already. Strahd and Escher step up into/onto the carriage again Once again… welcome to Barovia. Come freely. Die quickly; and leave something of the happiness you bring. I look forward to when we meet again. Perhaps very soon.

Tser Pool

Stanimir greets them

Stanimir is a colorful jovial old man below are the things he knows and will talk about. hes willing to answer any questions he can

Strahd

About Strahd, the Vistani believe the following:

  • Strahd comes from a royal bloodline. He died centuries ago yet endures as one of the undead, feasting on the blood of the living. Barovians refer to him as “the devil Strahd.”
  • Strahd has taken many consorts, but he has known only one true desire: a Barovian peasant girl named Tatyana.
  • Strahd named his castle, Ravenloft, after his beloved mother, Queen Ravenovia. Strangers aren’t welcome at the castle without an invitation.
  • Won’t say if Strahd did or did not receive a reading from Madam Eva, but that Madam Eva shares her gifts freely with all. However, everyones future is different and often diffiicult to discern

The Land of Barovia p27

Vistani know the following facts about Barovia and Barovians:

  • Strahd conquered this land centuries ago and named it after his father, King Barov. Strahd uses wolves, bats, and other creatures to spy on all of his realm.
  • Barovians are simple, frightened people
  • The Old Svalich Road passes through Strahd’s domain. Three settlements lie on the road like beads on a string: Krezk to the west, Vallaki in the heart of the valley, and Barovia to the east. Strahd has spies in each settlement
  • It is wise to stick to the road. Wild druids, wayward ghosts, and packs of wolves and werewolves haunt the Svalich Woods.

Beliefs and Superstitions p28

The Vistani have deep-rooted beliefs and superstitions that they pass down from one generation to the next:

  • The souls of those who die in Barovia can’t escape to the afterlife. They are prisoners in Strahd’s domain.
  • Some Vistani women are blessed with prescience. Of all the great Vistani fortune-tellers, none compares to Madam Eva. If knowledge of the future is what you seek, Madam Eva will tell you your fate.
  • A prescient Vistana can’t see her own future or the future of another Vistana. It is the burden of the Vistani’s great gift that their own fates can’t be divined.
  • Ravens carry lost souls within them, so killing one is bad luck. (The ravens don’t carry souls within.)

In Madam Evas Tent

Game of Stories

WAGERS

  • Stanimir - Tarokka deck
  • Eliza - spyglass that can see around corners
  • Ireena - hairclip
  • Arturi - Werewolf paper
  • Ray - formerly holy prayer book
  • Masque - crappy wizard hat
  • Krampus - tinderbox
  • Aum Naum - “magic” ring
  • Reginald - 1 gold and 1 copper

Stanimir says, “shall we begin? I’ll go first”

Stanimirs Tale

Stanimir fills his mouth with wine, then spits into the fire. The flames turn from orange to green. As they dance and sway, a dark shape appears in the bonfire’s core.

“We Vistana come from an ancient land whose name is long forgotten—a land of kings. Our enemies forced us from our homes, and now we wander the lost roads.”

The dark shape in the fire takes the form of a man being knocked from his horse, a spear piercing his side.

Stanimir continues. “One night, a wounded soldier staggered into our camp and collapsed. We nursed his terrible injury and quenched his thirst with wine. He survived. When we asked him who he was, he wouldn’t say. All he wanted was to return home, but we were deep in the land of his enemies. We took him as one of our own and followed him back toward his homeland. His enemies hunted him. They said he was a prince, yet we didn’t give him up, even when their assassins fell upon us like wolves.”

Deep in the bonfire, you see the dark figure standing with sword drawn, fighting off a host of shadowy shapes.

“This man of royal blood fought to protect us, as we protected him. We bore him safely to his home, and he thanked us. He said, ‘I owe you my life. Stay as long as you wish, leave when you choose, and know that you will always be safe here.‘”

The figure in the dancing fire vanquishes its final foe, then disperses in a cloud of smoke and embers.

“So, what do you think? Truth, make believe, a bit of both?”

Players makes their guesses

Ireena votes half true Eliza votes true, Arturi votes half true

Stanimir says “The tale is indeed true. It’s a tale of the Vistani people, and that wounded prince lived on as a friend to the Vistani, even when his heart was led astray by the shadows and mist”

if asked if that prince is strahd “Indeed it is, that prince was Strahd von Zarovich in the days before he came to Barovia. His promise to the Vistani is why we remain in the valley to this day, without fear or favor”

ONE PLAYER GOES

LUKE - Half True, Story of Gnomeo and Juliet (basicaslly)

  • Stanimir votes TRUE
  • Eliza votes FALSE
  • Arturi votes FALSE
  • Ireena votes TRUE

Elizas Tale

Eliza excitedly says “Alright, its my turn now”

“It is said that within each raven flutters a lost soul, and that each raven’s song tells a tale of ages past. They whisper, so listen closely.”

She takes a deep breath; when she speaks again, her voice is quiet, with an eerie, melodic quality to it.

“Sing, ravens, of Barovia, birthed from the mists and bathed in twilight. Sing of Lugdana, the Morninglord’s stalwart, dawn-touched foe to the deep-lurking dark. The Holy Symbol of Ravenkind, her radiant testament, the warrior’s beacon of faithful resolve.

“Sing, ravens, of Chernovog’s rise, named Green-God and Demon-Lord upon Yester Hill. Lugdana, gray-haired, weary of battle, her longsword and shield yet polished and ready. Guided through shadows, toward sacred ground, she clashed with the demon, their tempest-like dance.

“Sing, ravens, of Lugdana’s last fury, of Ravenkind’s token now blazing with light. The battle’s tide turning, a hero’s brave cry, a final onslaught with divinity’s grace. The Demon-Lord banished, the warrior now fell, the wound at her side gouged too deep to bear.

“Sing, ravens, of light’s final moments, a shadow descending from radiance on high. Sing of the angel, black-feathered and beaked, the Morninglord’s angel reclaiming its gift. The Symbol retaken, in ravens’ claws held.

“Sing, ravens; you are the keepers, the watchers, the tellers of stories untold. Sing, ravens, of Lugdana’s memory, the shadows that lurk, and heroes to come.”

Players make their guesses

  • Ireena votes HALF TRUE
  • Stanimir votes TRUE
  • Arturi votes FALSE

Eliza says “It’s half-true. Lugdana was a paladin of the morninglord and did bear the Holy Symbol of Ravenkind. According to legend, the symbol was given to her by an angel in the guise of a raven. The symbol didn’t go back to the angel though. No one really knows what happened to the Symbol after Lugdana fell at Yester Hill, nor where it is today”

TWO MORE PLAYERS GO

Krampus - True. Story of stealing a bandits coinpurse

Masque - False. Story of how masque lost their eyes in a plane of ancient rome

  • Stanimir votes TRUE, TRUE
  • Irena votes TRUE, HALF TRUE
  • Arturi votes HALF TRUE, FALSE
  • Eliza votes TRUE, FALSE

Arturi’s Tale

Arturi says “I suppose I’ll go now”

There once was a Fox, renowned for his wisdom and skill, who dwelled with his kit in the misted woods. On a cold, moonlit night, a pair of Sparrows brought him their child, the tendrils of Death clutching its shivering body. The Fox took the chick into his den, but for all his knowledge, he could not cure its ailment, and it breathed its last in his paws.

Driven mad in their grief, the vengeful Sparrows, aided by four of their kin, stole the Fox’s kit in the night. They delivered him to the Wolf, who had long hungered for the taste of fox-flesh. The Wolf devoured the kit, and the Sparrows departed to return to their flock.

When the Fox found what the Sparrows had done, rage clutched his own heart. In his cunning, he knew that the Rats, in their burrows beneath the earth, had always despised the songs of the Sparrows far above. The Fox descended to the kingdom of the Rats, and he promised them a forest free of the songs of the Sparrows. Intrigued, the Rats agreed.

The Rats could not find the Sparrows’ nest alone. But the crafty Fox could, and as the Sparrows slumbered in the hollow of a great oak, the Rats fell upon them to feast with tooth and claw. For the crimes of six, the flock perished, with nary an egg spared.

The misted wood is darkened, now, and the trees no longer sing with the songs of the Sparrows. But some say that the Rats hunt still—that a lone chick yet escaped their clutches, and that one day, they will find it, and gobble it up like the rest.

Players vote

  • Stanimir votes TRUE
  • Eliza votes FALSE
  • Ireena votes TRUE

Arturi says, with a sad smile on his face, “It is sadly true.” If asked more about the story or how it ends “A story cannot truly be told until it has ended. Even I don’t know yet.”

ANY REMAINING PLAYERS GO

Reginald - Story of facing the skelebutler Aum Naum - Pirate story!

  • Stanimir votes TRUE
  • Eliza votes TRUE/FALSE
  • Arturi votes HALF TRUE/FALSE
  • Ireena votes HALF TRUE/TRUE

Ireena’s Tale

“When I was a child, my father took me and my brother to a vast, tranquil lake. I remember the sand beneath my bare feet, and the lapping of the waves against the shore.

“But then, something broke the silence—a low growl that echoed through the wind. As I turned, I saw a beast emerge from the fog: a wolf, far larger than any I’d ever seen. I still remember its eyes—yellow, cold, and hungry.

“My father screamed for me to run. I took off for the woods, and the wolf followed, its snarls echoing through the underbrush. I remember branches whipping against my face, thorns cutting at my feet as my legs burned and my breath grew ragged, but my fear drove me forward.

“It was only much later, when my heart had quieted in my chest and the wolf’s footsteps had faded into silence, that I finally allowed myself to stop. By then, though, the woods were strange to me, and my father’s shouts had faded.

“A heavy mist had descended around me, and shadowed shapes lurked in every corner. I stepped forward, one hand reaching fearfully into the fog—and a wolf made of mist leapt forth, its jaws opened wide to devour me. And then—everything went black.

“The next thing I remembered, I awoke in my own bed, my father’s humming echoing from the kitchen. I don’t know how I got there, or what became of the wolf, but I can still remember its teeth as clearly as ever.”

Players vote

  • Stanimir votes TRUE
  • Eliza and Arturi vote FALSE

Ireena says “the story isn’t real. it’s actually just a dream I’ve had since childhood. There’s no lakes near the village of Barovai and I’ve never even seen a dire wolf til recently”

If asked why he said true. Stanimir says “Most dreams have some kernel of truth to them. You never know. Thank you Miss Ireena for sharing your tale”

Arturi Leaves

Arturi gets up and says “Thank you all for the game, but I really must be leaving. I bid you all farewell” IF asked why “I have been selfish tonight. The camp is in danger every moment I linger after dark. I dare not remain any longer for fear of the terror that might follow”

DC 12 Persuasion to convince Arturi to share more details ” A man once vowed that undead shall take me. And though they have not yet succeeded, they have never failed to try. I’ve been running and hiding and fending them off for the past 18 years.” If asked for more details “Some tales only wound the teller, Please ask no more”

Arturi refueses any offers to defend him and slips away into the night. He ends up two miles away from the encampment, hiding in a tall tree. There’s a list of the undead that arrive and when if needed

Back to River Ivlis Crossroads

  • DC 11 Stealth check IF the players are trying to be stealthy when leaving the camp
    • Is not a required stealth check, they need to mention theyr’e being stealthy/quietly levaing

A pallid moon hangs low in the sky, casting a weak, silvery glow upon the mist-shrouded landscape below. Ancient trees loom on either side of the muddy road, their gnarled branches reaching out like skeletal fingers.

As the witching hour approaches, an eerie stillness descends. Even the leaves cease their rustling, leaving the squelch of your boots through mud the only lingering sound.

If they didn’t sneak out or failed stealth check

The sound of a snapping twig cuts through the silence like shattering glass. A bush behind you rustles—then abruptly falls still.

If the players call out to Eliza she remains hidden and doesn’t repond

If the players find her hiding spot or investigate it, Eliza steps out from the underbrush with her hands raised. She says “I mean no harm, I’m just curious. Out and about at midnight - at a time when all but monsters fear to tread? One might think you were up to something - and a storyteller can always use more tales.”

  • Eliza wants to go with the players but if they say no she will “agree” to go back to Tser Pool. She’ll actually just loop back to follow players tracks.
  • If players want to scare her out of following them, DC 15 intimidation and she will stay at Tser Pool for the night

If the players threaten Eliza, she immediately surrenders. A DC 15 intimidation and she will say “I report to the lord of the castle, I swear thats the only reason I was following I don’t want to hurt you”. If asked why she serves strahd she says “He is the one who brought us home” she wshispers reverently, “we delivered him from death and in gratitude he delivered us for exile. He should be the ‘king’ of the Vistani”. She is clearly fanatic for him.

If the players attack Eliza she attempts to flee into the woods. If she runs she immediately moves to return to Castle Ravenloft and doesn’t go back to Tser Pool. If players chase they are interrupted in the chase by a swarm of biting midges, a stampede of spooked elk later, and a giant spider. Eliza gets half cover at 30 feet away and 3/4 at 60 feet away

If the players attempt to conceal their tracks from here they can do so by traveling off road and making a DC 11 stealth followed by a DC 11 survival to actually find their way w/o the road.

  • They encounter a will o wisp this path
    • Several hundred yards away into the woods you see a flickering torchlight, barely poking through the fog. As soon as you clock it, it seems to move deeper into the woods.

    • If they follow > It dims and brightens, flickering a little bit but you never lose sight of it. You make your way cautiously through the fog until you come upon the shell of a ruined tower. The upper floors of the structure have collapsed, leaving heaps of rubble and shattered timber around the towers base. The feeble light moves through an open doorway on the ground, then flickers and goes out.
    • If they go in There doesn’t seem to be much inside here, the floor is packed earth. against the wall across from the door is closed wooden chest
    • If they investigat the chest You open it up, and its…empty. You hear rumbling behind you and turn to see the ground moving and shaking. Out comes a hand, as you see it push down and push itself up. And then another. and another. and another. 5 zombies push themselves up from the ground of the tower. You see in the entrance of the tower, the light come back. And it flares, angrily
    • ROLL INTIATIVE

The March of the Dead

It takes about 30 minutes of travel on the road to get to the River Ivlis Crossroads. The well-worn path returns to the crossroad, now iluminated beneath the pale, sickly light of the moon. Across the road, the mist-shrouded headstones seem to hunker down in the gloom beside the old wooden gallows, whose frayed rope dangles lifelessly in the still air.

A squat, cloaked silhouette stands beside the gallows—waiting.

She does not answer if called out to and waits for the players to approach.

When they do she whispers, her voice rasping like a chill wind “What did I say to you before you departed my tent?”

  • If they answer accurately Madam Eva nods, assured of their identities

If Eliza is still following or wasn’t stopped etc.

If the players failed to stop Eliza from following, she is hiding behind a patch of underbrush to the north watching silently.

Madam Evas eyes flare wide, and she exhales sharply “Fools! You were followed- dispatch her or alli s lost!” and she gestures straight north towards a bush. A figure immediately jumps up from behind the push and turns to run into the woods, about 30 feet ahead of you.

If players give chase see the chase sequence above, all the same If players capture Eliza and bring her back to Madam Eva “Good, now dispatch of her. Kill her and throw her into the River Ivlis, lest she report what she has seen and heard to her master”.

  • If challenged Madam Eva coldly replies “There can be no equivocation when Fate itself balances upon the precipice. Do it”

March of the dead

If the players try to question Madam Eva any further, she puts up a hand and silently turns to the unmarked graveyard near the gallows.

A minute later, an eerie green light suffuses the graveyard. From this light emerges a ghostly procession. Wavering images of doughty women toting greatswords, woodwise men with slender bows, dwarves with glittering axes, and archaically dressed mages with beards and strange, pointed hats—all these and more march forth from the graveyard, their numbers growing by the second.

Madam Eva says “Each spirit in this march shares a common trait. Can you suppose what that might be?”

  • If players answer correctly, she then adds “And where do you suppose they might be headed?” Regardless of players answers Madam Eva says “They all tried to destroy Strahd. They all died trying. Every night, their spirits try to complete their request and each night they fail. They march righ tup to the castle and right on in to finish their quest.”

“This is the precipice you walk.” she continues, as the march of the dead continues on down the road towards the castle, fading out of sight. “There are many paths among the webs of Fate, but I can only see what may be - not what will. I can tell you what you must do but I cannot ensure that you will succeed. For if you fail, this shall be your resting place - a place without legacy, glory, or lvoe. Do you understand?”

Regardless of answers, Madam Eva fixates on them with a steady gaze

“If you wish to put aside this mission, no soul could blame you. There is no shame in flight from a foe that no others have defeated. If you wish me to read your futures, I can read your palms, or gaze into my crystal ball. I can tell you the face of your true love, the path to good health in your elder years, or the success you might find in a trade of profession.” She pauses, then adds, her voice nearly a whisper: “Or I can read the cards—and set you upon a path that ends only when your foe is vanquished—or you are. The choice is yours.”

If the players insist upon a desire to defeat Strahd, Madam Eva nods. “Very well. Then let us begin”

The Tarokka Reading

Madam Eva removes a deck of Tarokka cards from her cloak and seats herself upon the cemetery earth. She reaches back into her cloak and grabs some candles, stakes them into the ground and lights them with a wave of her hand. Her old hands working deftly, the ancient seer removes fourteen cards from the top of the deck, setting them aside. The remaining cards, she shuffles nimbly twice, three times, four.

As she shuffles the deck you all notice a velvet pouch upon the ground beside her that wasnt there a moment before. She meets your eyes and laughs quietly. “The task you seek of me is no small boon,” she murmurs. “In exchange, I would ask a boon of my own.”

If the players accept Madam Eva’s request or inquire further,

“The pouch contains 10 goild pieces. My great-grand-niece, Arabelle, will celebrate her tenth nameday in two days’ time,” she says. “For this momentous occasion, I wish to provide her a gift—but in my old age, I am quite unable to make the journey myself. Could you purchase a toy for Arabelle at Blinksy Toys in Vallaki? Blinskys, are of course, Arabelles favorites. Deliver this toy to the Vistani encampment Southwest of Vallaki by noon on Arabelles nameday. You are of course welcome to keep any change as payment for your efforts.”

players talk whatever

“You may enjoy speaking with Arabelle, she is a most interesting child. Even befriending her family might be a gift in itself. Her father, Luvash, is the leader of the Vallakian Vistani encampment and his brother Arrigal is a perceptive and intelligent young man.”

If players accept she nods approvingly and “thank you”

BEGIN THE READING

Madam Eva sets both decks upon the earth before her. Closing her eyes, she places her right hand over the surface of the larger deck. The crimson flames dim and swirl in eldritch patterns as her lips move silently, a distant tension spreading through the air. The sounds of the rustling trees and rippling pool beyond the tent’s walls begin to dim, the external world growing mute and insubstantial as the space within grows more solid—more real.

Slowly, reverently, the crone draws three cards from the top of the deck, laying them face down separately on the ground, with the second laid between and above its partners. She then moves to the smaller deck, drawing two more cards. The first, she places below the first three, forming a cross. The second, she places in the center.

The shadows of the headstones around her sway like silhouettes, leaning in toward the cards like anxious watchers—yet the air in the cemetery is perfectly still. No light intrudes besides the light of the three candles; no voice rings out in the silence. Shadows and mist swirl beyond the graves, where the darkness of deepest night dwells—but here, at its center, light yet reigns.

The crone then moves her wrinkled hand to the left-most card—the first. She closes her eyes and tilts her head, as if listening to an unspoken word. The arcane lights swirl and then shift, their colors changing to a deep, piercing blue.

“This card tells of history. Knowledge of the ancient will help you better understand your enemy.”

She flips the card.

The cerulean light dances across its surface, revealing an illustration of a smirking guardsman looking up at a haughty priest, the priest’s pointing fingers mere inches from the guardsman’s nose as the guardsman readies a wickedly curved dagger behind his back. “The Nine of Glyphs—the Traitor.” Her dark pupils shift from side to side, as though reading from an unseen text. “I see the ancient foe of an old and noble house. The lost soul will lead you to him.”

She moves her hand to the second card, this one at the top of the cross. As she closes her eyes and listens once more, the candlelight flares, its color bursting into a fierce, cheery yellow.

“This card tells of a powerful force for good and protection, a holy symbol of great hope.” She flips the card.

This time, the light reveals a new illustration: an armored warrior clutching a cracked iron sword and a leather-bound wooden shield, his face obscured by a heavy iron helmet. “The Five of Swords—the Myrmidon.” Her eyes stare deep into the darkness that lurks beyond the candlelight.

Look for a den of wolves in the hills overlooking a mountain lake. The treasure belongs to Mother Night.

She moves her hand to the third card, at the right arm of the cross, her eyelids closing like a trance, her lips pursed in quiet contemplation. The candlelight vanishes, for a heartbeat—and then returns in a nova of fierce, burning white, so pure and strong and clean that it hurts to look at, burns to see—

Madam Eva’s eyes snap open, burning with a fierce determination.

“This is a card of power and strength. It tells of a weapon of vengeance: a sword of sunlight.” She flips the card.

The light reveals a third illustration: a solemn-faced man clad in holy vestments, one hand clutching the chain of a bronze censer that billows with burning smoke. “The Eight of Glyphs—the Bishop.” The crone’s voice is strong with purpose. “What you seek lies in a prison of darkness, beyond a set of amber doors,” she intones, her eyes narrowing. “This weapon is long hidden. The house of the fallen dragon can lead you there.”

She moves to the fourth card, at the bottom of the cross, and listens once more, tracing small circles across its back as she hums a contemplative note. The magic flames leap and dance upon their wicks, now casting swirling violet embers into the air as the graves beyond shimmer with a twilit glow.

“This card sheds light on one who will help you greatly in the battle against darkness.”

She flips the card.

This time, the illustration revealed is a quiet graveyard choked with fog, its entrance sealed with a sharp iron fence. “The Mists.” Madam Eva leans forward.

“A Vistana wanders this land alone, searching for her mentor. She does not stay in one place for long. Seek her out at Saint Markovia’s abbey, near the mists.”

Finally, she moves her hand to the fifth card—and nearly recoils, her brow furrowing until the wrinkles split her forehead like a trench. Behind her, shadows encircle the candlelight until the light is very nearly swallowed by the creeping dark. When next she speaks, Madam Eva’s rasping voice is scarce above a whisper.

“Your enemy is a creature of darkness, whose powers are beyond mortality. When the hour of judgment arrives, this card will lead you to him!”

Her hand trembles above the card for a silent moment—and then deft, ancient fingers reveal its opposite side.

In the darkness, the fifth and final illustration is only barely visible through the smoke and unnatural murk. Upon the card’s surface dwells a depiction of a crowned, grinning emperor clad in royal finery and reaching for a goblet of wine—though his limbs are wooden puppet’s limbs, lashed to corded strings that disappear into the darkness overhead.

Madam Eva slowly exhales. “The Marionette.”

“Look to great heights. Find the beating heart of the castle. He waits nearby.”

As the last syllable passes her lips, the old woman freezes—and then rocks backwards, her eyes rolling until their whites gleam like pearls in the darkness—and then she snaps back, the candlelight burning down to its ordinary crimson glow.

The sound of the natural world returns—the whispering of the wind through the trees, the distant hooting of an owl, and the faraway lapping of the Ivlis River against its banks. Silver moonlight once again pierces the cemetery’s edge, and you feel yourselves breathe for the first time since the reading began.

Madam Eva says nothing. She only regards you silently with dark, heavy eyes.

If asked about the readings she says “The threads of Fate cannot be beckoned like a servant or conjured like a magician’s trick. I see only what the cards show me, and no more.”

Madam Eva dismissies the players from her presence, and instructs them to return to Tser Pool and “tell no servant of Strahd of what they have just heard”

Madam Eva declines to return with the players, preferring instead to linger at the crossroads. If asked why, she shares only that the place holds “special memories” for her, and that she will return to Tser Pool when she is ready. “Fear not,” she rasps, a twinkle of amusement in her eyes. “I have little to fear from the creatures that prowl these woods, I assure you.” If the players depart the crossroads and later return, they find that Madam Eva has vanished.

Milestone. Receiving the Tarokka reading completes a story milestone. When the party departs the crossroads, award each player 500 XP.

When the players awaken at Tser Pool the following morning, Stanimir invites them to break their fast with him around the cold fire. Breakfast, which Arturi attends if able, includes cornmeal polenta, stuffed cabbage rolls, and fried bread.

If the players attempt to speak with Madam Eva again before departing, Stanimir warns them that “the old woman” is asleep, and does not wish to be disturbed. If the players attempt to enter her tent, they find her asleep on a pallet beside her table.

Players continue their journey to Vallaki

The Skeletal Rider

When the players return to the River Ivlis Crossroads after receiving the Tarokka reading, they encounter a skeletal rider, as described in Skeletal Rider (p. 31), which approaches from the western road and continues toward the village of Barovia. If the players saw Dalvan Olensky’s corpse upon entering Barovia, they notice that the rider’s clothing is recognizably similar to his.

Following the Rider

If followed, the rider continues to ignore the players. After traveling a short distance down the road, it turns south down an old hunting path into the woods, which it follows east toward Barovia’s eastern border. (The rider is roaming randomly, and has no particular destination.)

Tser Falls C7b

You follow the dirt road as it clings to the side of a mountain and ends before an arching bridge of mold-encrusted stone that spans a natural chasm. Gargoyles cloaked in black moss perch on the corners of the bridge, their frowns weatherworn. On the mountainous side of the bridge, a waterfall spills into a misty pool nearly a thousand feet below. The pool feeds a river that meanders into the fog-shrouded pines that blanket the valley. At the midpoint of the bridge, you see a lone revenant, its hands resting on the pommel of its sword, the blade firmly planted in the ground.

  • If players call or step on the bridge: The revenant says in a raspy voice “Halt! What is your business!” After hearing their response it says “Old things are stirring and the lord of Castle Ravenloft roams the valley. Tell me, do you serve him?”
    • Deny serving Strahd - Revnant is visibly relieved and invites them to approach so it can get a closer look at them. “I am a knight of the Order of the Silver Dragon. Although I have long forgotten my name.”
    • Say yes to serving Strahd - The revenant stiffens, but then stands aside to let you pass. “Then be gone on your way, and may your foul work bring you ruin and despair” (Said coldly and stiff)
  • If anyone has weapons clearly visible - “Do you intend to oppose the lord of the Castle?”
    • If yes - “I see. Then I advise you go see Sir Godfrey Gwilym at Argynvostholt in the west. He is awaiting more people who may wish to raise their swords agains the darkness lurking in the castles depths”
  • Inquire about Order of the Silver Dragon - “The knights of the Order opposed the lord of Ravenloft in life. If you wish to truly learn more, speak with Sir Godfrey. He resides in Argynvostholt out West.”
  • If Masque is wearing the silver pendant - Where did you get that medallion?…I see. Well hold onto it for safekeeping.
  • Why guarding the bridge? - “Because I raised my voice against my commander and was banished. Now, I stand like my brothers- and sisters-in-arms, watching the dark places of this land and awaiting an order that will never come.”
  • Why not fight Strahd yourself? - “Because my commander forbids it, and my spirit is bound from disobeying his will.”
    • It is willing to share that its commander’s name is Sir Vladimir Horngaard, but is unwilling to share more, advising the players to speak with Sir Godfrey instead.
  • If the players ask the revenant about the “amber doors” mentioned in Madam Eva’s Tarokka reading, - it stiffens, then warns the players that they “meddle with things that ought not be meddled with.” If the players reassure the revenant that their interest in the “amber doors” is directed at Strahd’s defeat, the revenant hesitates, then informs them it is “bound never to reveal the secrets of that which we once guarded,” but shares that Sir Godfrey can provide the information they seek.
  • Directions to Argynvostholt? - “travel west, beyond the walled town, then south upon the ash-gray path.”
  • If the players mention Strahd’s carriage, the revenant notes its disgust for “the beast von Zarovich” and advises the players to be cautious of him and his servants and spies. If the players mention the skeletal rider, the revenant shares that “the Wandering One seeks a road to freedom through the mists. It will never succeed.” Before the players depart, the revenant warns them to beware “those who walk in the skins of wolves,” who haunt the forests to the west. “Once, they did not trouble those who traveled the roads,” it rasps. “Something has changed, however, and now, their hunger for human flesh cannot be sated.” (The revenant doesn’t know where to find the werewolves’ den, or any further information about the pack.)

Black Carriage C8

You continue down the winding road, which climbs a short distance north before bending west to avoid a bald-headed peak on the right, its craggy cliffs bearing an array of sharp rocks that jut out over the roadway. It’s not long before the road bends north once again, a second hill arising from the fog on your left. Twisted trees dot its steep slopes, their branches reaching out like gnarled fingers. As you travel deeper between the hills, the road narrows and the cliffs grow taller. Soon, though, the hills fall away once more, the road continuing forth into a small, fog-choked basin.

Even here, in the mountains, the forest and the fog are inescapable. Ahead, the dirt road splits in two, widening toward the east. There you see patches of cobblestone, suggesting that the eastern branch was once an important thoroughfare. Along the path headed towards the castle you can see deep grooves from a wagon that recently passed through.

About 5 minutes later you come to another set of gates similar to the ones you passed through upon first coming to Barovia, though this time you’re approaching them from behind.

Old Bonegrinder C9

The road continues forward, passing between a patch of dark woods. The air here is as quiet as the grave, the trees standing perfectly still in the unnerving silence.

Not far from the road, nestled in the overgrown underbrush, stands a mossy stone slab standing just under six feet in height. It rests on an old, cracked stone circle, and seems to bear some kind of carving.

If the players choose to investigate the slab, they find that it bears a crude carving of a raven over an engraved three-pointed star, the grooves lined with lichen and moss.

The road soon emerges from the woods once more, veering between two hills. Before long, it bends to the north, hugging the base of a mountain.

The Old Svalich Road transitions here from being a winding path through the Mountains to a lazy trail that hugs the mountainside as it descends into a fog-filled valley. In the heart of the valley you see a walled town near the shores of a great mountain lake, its waters dark and still. A branch in the road leads west to a promontory, atop which is perched a dilapidated stone windmill, its warped wooden vanes stripped bare. The onion-domed edifice leans forward and to one side, as though trying to turn away from the stormy gray sky. You see gray brick walls and dirt-covered windows on the upper floors. A decrepit wooden platform encircles the windmill above a flimsy doorway leading to the building’s interior.

You hear the sound of small, wooden wheels rolling across damp cobbles. You trace the lonely sound to a hunched figure bundled in rags, pushing a rickety wooden cart through the fog coming towards you from the road towards Vallaki.

“Oh helloooooo lovelies! You all must be some weary travelers. My name is Morgantha. ohhh I hope the road hasn’t been too harsh on you.”

  • She is a peddler who sells baked wares to the “good people of Barovia.”

  • She is just returning from a day peddling her goods to the townsfolk of Vallaki and the “poor, hungry dears” camped outside the gates. (Her latter comment is referring to a camp of Barovian refugees that has not been allowed to enter the town.)

  • She lives in the old windmill up the hill with her two daughters, Bella and Offalia. (She kindly declines to share what happened to her “husband,” saying only, “Now, that’s an old woman’s business, meant to be shared only if she chooses.“)

  • What do you sell? - “You know, I actually have a few of my dream pastries left from my day out in Vallaki. They’re filled with the light and love of dreaming! Here, I’ll offer you some for free as a first sample. They’re best after a warm meal, especially with a bit of wine to wash them down.”

  • How do you stay safe - She smiles “I promise, an old woman has her tricks. But” she complains” My back and poor feet do complain from time to time. I can’t wait to soak thelm in a tub of nice, hot water once I’m home.”

  • If ask to enter home - “Oh I apologize. I’m very tired and not quite prepared for visitors today anyways. You are welcome though to visit another day” When conversation is ending, Morgantha says “Well I best be going, can’t let my duaghters wonder where I am for too long! Have a safe journey. I’ll be outside of Vallakis gates in the future should you want any additional pastries.” She turns to head towards the windmill, but then pauses and turns back towards you. “I will tell you though, the guards at Vallaki gates are confiscating silver coins and any silver items from travelers as a ‘tax’ of sorts. But, she says tapping her nose with a cheeky, half toothed grin you didn’t hear it from me”

Morgantha Detected

If a player discerns Morgantha’s fiendish nature, such as by using a paladin’s divine sense, and confronts her about it, she pauses, then congratulates them on their perceptiveness. She then smiles sweetly and notes she is breaking no laws, asking: “Is it a crime to be as one was made?” If the player insisted on attacking her, she adds: “And does such a crime demand immediate execution?”

If the players insist that it does, she immediately kneels, pleading sarcastically for mercy and an opportunity to repent. “Allow me to return to my home and reflect upon my sins,” she adds, grinning. If attacked, she vanishes using her etherealness feature, cackling.

If the players approach the windmill, she notifies Bella and Offalia, who join her in the Ethereal Plane. If the players attempt to damage or destroy the windmill, the hags then return to the Material Plane and warn them to stop on pain of death. See [Morgantha Gets Suspicious](https://www.strahdreloaded.com/Act+II+-+The+Shadowed+Town/Arc+H+-+The+Lost+Soul#Morgantha Gets Suspicious) for more information on conflict with the hags. (The windmill currently doesn’t contain any children, and won’t until Arc H - The Lost Soul begins.)

The Deep Woods

The winding valley road hugs the mountainside as it meanders north. The dark woods cling to the opposite side of the road, the tall, gnarled trees creeping as close as they dare. You can hear the sound of the wind rustling through the leaves and the occasional creak of branches. From time to time, it almost sounds like the trees are whispering among themselves, or stirring their ancient roots in the old, rotten mulch.

As the road continues, the forest swallows it up on both sides. The trees towering far above your heads, blocking out all but the barest hints of gray light. The air grows thick and heavy with the scent of moss and rotting leaves; in the distance, you hear a raven’s gurgling croak, followed by the sound of fluttering wings.

Before long, it becomes clear that your presence in this dreary land has not gone unnoticed. A raven follows you for several minutes while keeping a respectful distance.

After a little bit

More ravens begin to take an interest in you. Before long, their numbers swell, and soon hundreds of them are watching you.

Ahead, the trees to the north break, revealing a grassy field. The tall grasses sway in the chill air, the field stretching until it reaches the shores of a dark, distant lake. Fog clings to the shoreline. Even from a distance, you can hear the faint sound of water lapping against the rocks. Ireena freezes. “Can we take a quick detour all? This place is…strangely familiar”

You all head towards the woods, and see nestled in the misty forest a large lake. The water is perfectly still and dark, reflectint he black clouds overhead like a monstorus mirror. Ireena says anxiously, “this is the same lake I see in my dreams. I’ve never been here before though. Odd.” She stares out over the water for a little bit.

She is uncertain of the implications, but becomes lost in thought if a player reminds her that her father found her wandering the Old Svalich Woods as a child.

The Werewolves’ Hunt

As quickly as it appeared, the field is swallowed up by the forest again, the trees closing in around you once more. The dark undergrowth rustles and stirs in the wind, and the weight of the forest presses in from all sides. You’re unable to shake the sense that, somehow, you’re being watched.

If one of the players has a passive Wisdom (Perception) score of 14 or higher, or if one of the players makes a successful DC 14 Wisdom (Perception) check, add:

A humanoid shadow flickers in the distance—then vanishes from sight.

The woodland road takes you through a small, forested clearing, the circular treeline littered with dense thickets, moss-covered boulders, and craggy ridges. Then, without warning, five wolves leap from the forest, yellow eyes glinting as their muzzles curl into snarls!

In combat, the wolves work together, using their Claws to knock characters prone, then using their Maul to grapple prone targets. Once the wolves have dragged a grappled character away from the party, the werewolves shift their attention to target them with its bite. The first character targeted in this way notices that the werewolves are slightly larger than the other two and have intelligent, disturbingly human eyes.

A werewolf flees if it begins its turn with 20 hit points or fewer and doesn’t regenerate, or if it begins its turn with 0 hit points on three turns in a row. Any surviving wolves follow soon after.

If the werewolves die, they reverts to their true forms: a young man with pale, freckled skin and a lean, muscled frame, and a brawny young man with a cruel face and dark, oily hair. Each bears a bloody, raw, and blighted wound on his side—the source of the their lycanthropic affliction.

Any players who failed their saving throw against the curse of lycanthropy soon find that, although they regain hit points normally, the original wound remains cosmetically bloody and raw—just as described in Van Richten’s manuscript on the werewolf’s curse. The next full moon takes place on the night of the sixth day after the players’ arrival in Vallaki.

The Town of Vallaki

Vallakian Gates

As the sunsets you travel down the winding path, fog beginning to choke your vision. Then you see some light starting to flicker. As you approach the edge of the settlement, you see more than a dozen ramshackle tents have been set up against the palisade wall. Among them, dozens of ragged, emaciated people mill about or sit by low-burning campfires and bedrolls, their hollow gazes watching silently as you approach. Some of them regard Ireena with dull recognition, but none lift a hand in greeting or make any gesture of warmth.

Ireena: “By the Morninglord…this is how our people are being treated? They can’t even get into the town? They left Barovia back when the siege started. Its good to see them alive but…Please, let me meet with them. I need to find out what happened and how we can help. You all go find lodging in the town, I will come join you later.”

  • DC 10 Persuasion to dissuade her and make her come with players to lodging in the town
  • If not persuaded otherwise, she will approach one of the cookfires and begin talking to the people. Players can join her if they want
    • The Barovian refugees arrived at Vallaki’s gates a few weeks ago, but were barred from entering. When they attempted to breach the gates by force, the guards summoned a man they called Izek, who bore a twisted devil’s arm and conjured fire to drive the refugees back.
    • Since then, the refugees have set up camp outside the town’s walls, clustering together for protection and warmth. They’ve managed to secure some minor necessities, such as the tents, by bribing the guards at the gates, but have been unable to persuade the guards to allow them entry or to even invite the town’s Baron to discuss their plight.
    • Swarms of bats and packs of wolves have plagued the camp each night since they’ve arrived. Thankfully, no one has died yet, but several refugees have been wounded.
    • Due to losses they suffered on the road and the threat of the Devil in Castle Ravenloft, the refugees are unwilling to risk the journey back home, instead hoping to wait until the Baron sees reason and allows them to enter the walls.
    • Roughly one-quarter of the refugees have become addicted to “dream pastries,” a foodstuff sold by the peddler Morgantha. These refugees seek an escape from the misery and despair of their situation. Those who eat a dream pastry fall into a trance as described in Dream Pastries (p. 125).
    • The refugees are lost in despair. Some recall a superstition that red-haired Barovian women bring misfortune, and suggest that Ireena herself has brought a curse upon their people. Few have any wish to deal with her further.

Following her interaction with the refugees, Ireena is enraged by the Baron’s callousness, and vows to make her best efforts to secure entry for the refugees into Vallaki.

The Gates

You approach the gates, and one of the guards yells “Halt! Identify yourselves!” Playesr identify themselves “Show your teeth, to prove you’re not vampires.” … “Here, you must wear this to prove you’re not werewolvse” and they hand you a necklace strung with bulbs of garlic. You each wear it one by one… “Alright, you may enter upon paying the toll. One gold piece to enter the village. We also require all your silver pieces, but will return an equivalent amount in copper, minus a ten percent tax of course.”

  • Guards will not accept payment to let the refugees enter, the baron has barred them from entering claiming concerns of sickness, unruliness, and malicious unhappiness
  • Silver is needed to produce silvered weapons in defense against werewolves. \
  • If asked about lodging, the guards say “Head to the Blue Water Inn. They offer food wine and shelter, that will probably suffice.”
  • When the players pay, the guards say thank you
  • When players pass through the gates ANY TIME, the guards say “All will be well” (Like “no war in ba sing se” type)

You pass from the earthen road onto cobblestone streets, mud staining your boots and the bottoms of your pants. Behind you, the gates close with a slam, and you can see the guards resume their posts behind it. In the distance, you can see two other figures bearing pikes, patrolling the walls as they look down on the twisted forest beyond.

The eaves of the buildings hang with old banners and tattered fabrics that flap and twist in the chill breeze. The banners are painted with faded words and illustrations, but time has robbed them of both their legibility and any beauty they may have once had.

Flickering candlelight lingers behind the shuttered townhouse windows, and humanoid shadows move beyond closed curtains. Long shadows lurk in the alleyways, where the grass grows long and twisted beneath the stained and sagging wood of the buildings above.

The streets are empty, though you can see a single cloaked figure traveling away from you down the central road. In the distance beyond the walls, a lone wolf howls, and a cold gust of wind cuts through the night like a knife.

The Blue Water Inn

As you approach the inn, the blue wingtipped raven gives you a soft sentimental trill, and she flies off your shoulder to join the other ravens resting atop the roof. You can see gray smoke coming from the chimney of this large, two story wooden building. Theres a stone foundation, a kind of sagging tile roof. A painted wooden sign is hanging above the main entrance, depciting a blue waterfall.

Entering the main taproom of the inn

Damp cloaks hang from pegs in the entrance portico. The tavern is packed with tables and chairs, with narrow paths meandering between them. A bar stretches along one wall, under a balcony that can be reached by a wooden staircase that hugs the north wall. Another balcony overhangs an entrance to the east. All the windows are fitted with thick shutters and crossbars. Lanterns hanging above the bar and resting on the tables bathe the room in dull orange light and cast shadows upon the walls, most of which are adorned with wolf heads mounted on wooden plaques.

Nearly a dozen Vallakians sit scattered across the various tables, nursing mugs of wine or bowls of hearty stew. Along the staircase, a colorfully dressed man wearing a feathered, wide-brimmed hat gestures wildly at the head of a long table, holding the rapt attention of the several patrons sitting there. You hear a wave of laugher ripple through the group, followed by a smattering of light applause.

When you enter, the woman approaches you. “Hello! My name is Danika, I’m one of the owners here. Please, have a seat at the bar. I’ll be right with you all.” When they approach the bar

You see a bigger man with a large beard and thick black hair, although he is definitely starting to grey in his age. He is carrying a tray of fresh baked bread, some hot stew and wolf steaks. The food smells mouthwateringly delicious, better than anything you’ve eaten over the past few days for sure. Also seated at the bar you see two men, both probbaly middle aged. They appear to be hunters of some kind, with bows and thick winter coats for the cold. The man puts the tray down and says “Hello all, welcome to the Blue Water Inn!” If players don’t add anything or push anywhere “You all look like travelers, do you need some rooms for the night?” Players answer Before he can reply, Danika returns, “Sorry for the delay folks. Tsk Urwin, were you plotting to rent rooms for free again?” Urwin cheerfully replies “No honey, of course not I would never”. Danika says “Oh never, not after the last time you let one other guest stay free right. You would bankrupt this inn with generosity if I weren’t here to keep things in line.” Urwin says “Ha, you might be right. After all, why else did I marry you?” Danika: “A rare instance of comon sense I imagine”, she pecks Urwins cheek with a kiss and says “The table by the window is getting hungry” Urwin winks at you all, picks up the tray again, and exits the bar to deliver the food. Danika turns to you all again and says “Alright, where were we. Rooms, right. We currently have two small guest rooms and one large guest room open for rent. The smaller rooms will run you 5 silver, and the bigger one will be 8. If you would like, I’ll also throw in a deal. 2.5 gold for your whole stay in Vallaki rather than paying per night. That would be for the small room of course, 5 gold for the same on the larger one.” Players deliberate and pay “Alrighty then, … Now would you like any food? We have hot beet soup and fresh bread, those come with the rooms. Urwin can also cook you up a nice wolf steak for 5 silver. For drinks we can offer some Purple Grapemash No. 3 for 3 copper a pint or Red Dragon Crush wine for a silver piece per pint.” Urwin returns to the bar as Danika finishes giving you the menu. “What would you all like?”

  • Players can chat with Urwin and Danika as they please
  • They know and can talk about the following things
    • The man telling stories with pointed ears is staying at the inn. He came into town this morning, riding into town on a carnival wagon. I think his name was Rictavio?
    • The burgomaster, Baron Vargas Vallakovich, has decreed that the Festival of the Blazing Sun will be held in the town square in three days. The previous festival, which he called the Wolf’s Head Jamboree, was less than a week ago.
    • Vallaki has endured at least one festival every week for the past several years. Some Vallakians believe that the festivals keep the devil Strahd at bay. Others think they provide no protection or benefit whatsoever. Most consider them dismal affairs.
    • There’s a Vistani camp in the woods southwest of town (area N9). The Vistani there aren’t very friendly. Vistani aren’t welcome in Vallaki.
  • Both Urwin and Danika can provide directions to any major landmark, including St. Andrals Church, Arasek Stockyard, and the town square.
  • If players ordered food or wine, Danika offers to seat them at the long table at the south end of the taproom and promisses that they’ll be served shortly.

Ringmasters Tale

If anyone approaches the table where Rictavio is telling stories…

You see two young men notice your approach. They turn to you waving you over, “quickly come have a seat” one says. “Hes about to tellanother story” the other whispers loudly. You also see one of the hunters at the bar has turned his chair to listen in. The man telling stories (Rictavio) clears his throat. Ahem

The vampire Count Belasco kept his coffin, not in a crypt or keep, but in the cellar of an old, decrepit inn, which was managed by his servant, Igoron.

Poor Count Belasco had a terrible secret: In his ancient age, his scalp was beginning to rot, his hair falling out in great clumps and knots. In embarrassment, he commanded Igoron to purchase a beautiful raven-black wig, hoping to preserve the handsome, younger man he had once been.

“A handsome man indeed,” agreed one of his guests—an elderly, near-blind widow named Olivenka—one particular moonlit night. Dear Olivenka kept to herself, spending her days sorting and re-sorting her late husband’s rock collection, which she kept lovingly in her purse. Despite the Count’s odd behavior and pale skin, she suspected nothing, her old vision too blurry to make out the fangs that poked down amidst his teeth.

As always, the Count felt an urge to feed upon her—and though her flattering words quelled his interest, he felt the thirst in his fangs all the same. “Igoron!” he boomed. “Fetch my coat—I’m going hunting.”

“Yes, sire,” Igoron wheezed. As he returned, he whimpered, “Best be back before dawn, milord. I’m cleaning the curtains tonight. Want you nice and safe in your coffin before sunrise.”

Count Belasco scoffed. “Fear not, simple Igoron,” he boasted. “I know well the hour of my enemy. Not a thing could stir my spirit to linger beneath its dreadful rays.”

And so the Count departed. He lurked in alleyways and prowled across rooftops—yet he found not a single morsel to sate his thirst. It was with surprise, that the hungry, defeated Count finally looked up to the velvet skies and saw the periwinkle-grey of approaching morning.

With panic, he flew through the streets. Four blocks away. A streak of orange began to slice across the sky. Three blocks. Two—

—the door to the inn slammed shut behind him.

“Goodness,” Olivenka said, yawning atop the staircase. “Have you been out all night?”

In an eyeblink, the Count’s great silhouette towered far above her. “Yes,” he growled. “But I’ve only just found what I’ve been looking for. Olivenka—I want to suck your blood!

Ordinarily, one of Count Belasco’s victims would scream, flee, or faint—yet he had made one, terrible mistake.

He had forgotten that Olivenka’s cataract-ridden eyes couldn’t quite see his fangs.

“You disgusting man!” Olivenka screeched, and whirled eighteen years’ worth of rare rocks and minerals directly toward his head. There was a terrible thud—and a terrible splintering of wood—and Count Belasco went tumbling down to the floor below. When he opened his eyes, he saw Olivenka staring in horror, not at him, but at his head—his bare head.

There, just beneath the eastern window, lay his beloved wig. He dove for it, claws outstretched—and a sliver of sunlight grazed across his skin.

There was a sizzle, a hiss, and a burst of smoke and flame. Olivenka, purse clutched to her chest, watched in awe as Count Belasco succumbed to the morning light, until all that remained was a smoldering heap of ash and a charred, smoking wig.

“Poor Olivenka never quite got over it,” Rictavio concludes, his eyes twinkling. “After all—it was quite the ‘hair-raising’ experience!” As his listeners boo, guffaw, and applaud, he bows, then waves to Danika for another round of drinks. As she approaches, Brom and Bray run past her into the kitchen, giggling.

If spoken with, Rictavio is willing to share the following information over drinks:

  • He is Rictavio, a half-elf carnival ringmaster having traveled long and far in search of new acts for his circus. He’s not entirely sure how he wound up in Barovia, but he’s working to make the most of it. (This is a lie. A DC 16 Wisdom (Insight) check reveals that Rictavio’s words sound a bit too smooth and practiced.)
  • He recently arrived that morning, and took up residence in the Blue Water Inn’s private suite. “The good innkeepers have generously let me stay in exchange for tales and good humor,” he notes, smiling. Rictavio subtly tries to learn more information than he reveals, he wants to learn more about players identities, capabilities, relationships and histories in and beyond Barovia. If asked about his curiosity he just says “Oh, well I’m always looking for new tales to add to my repertoire of course!”

After players have talked for a minute

Rictavio finishes the rest of his drink, takes another flourishing bow and says “Thank you all for listening tonight but I really must be getting some rest tonight.” The two young men boo and ask “We’ve heard one about a stupid count, what about a stupid Baron?” The table and nearby taproom go silent, many patrons eyeing the two young men nervously. Szoldar at the bar, one of the hunters rumbles “Best not, boy”. the other man behind him grunts and then echoes “Best not” One of the young men scoffs, “Cowards, the lot of you. Not a funny bone in your bodies” Rictavio clears his throat, “Alas, my friends. but the day has been long and I must retire. Another day perhaps”. The two young men groan and turn back to their drinks, Rictavio bows with a flourish and ascends the stairs to his room. Anyone who watches Rictavio make his way along the balcony You see Rictavio pass Brom and Bray, both crouched along the balcony in front of a bedroom. They’re hanging a stuffed bat over the bar, giggling as the two young men (Nikolai and Karl) swat at it above them.

The Wachter Brothers

If the players linger at Rictavio’s table, the Wachter brothers are happy (if prodded) to rant about:

  • The burgomaster, Baron Vargas Vallakovich, has decreed that the Festival of the Blazing Sun will be held in the town square (area N8) in three days. The previous festival, which he called the Wolf’s Head Jamboree, was less than a week ago.
  • Vallaki has endured at least one festival every week for the past several years. Some Vallakians believe that the festivals keep the devil Strahd at bay. Others think they provide no protection or benefit whatsoever. Most consider them dismal affairs.
  • Those who speak ill of the festivals are declared by the burgomaster to be in league with the devil Strahd and arrested. Some are thrown in the stocks (area N8), while others are taken to the burgomaster’s mansion so that the baron can purge them of their evil.
  • Purple flashes of light have been seen emanating from the attic of the burgomaster’s mansion.

(See Vallaki Lore (p. 96)). Once the players have won the brothers’ trust, the conversation proceeds as described in N2c. Taproom (p. 100).

Through conversation, it becomes evident that the brothers have a deep, personal enmity toward Izek Strazni and the Vallakovich family. However, neither brother will reveal the underlying reason—Stella Wachter’s illness (see Arc H - The Lost Soul)—unless the players ask and succeed on a DC 20 Charisma (Persuasion) check.

At some point during the conversation, Danika approaches the table to clear away empty plates. As she does, Nikolai cheerfully demands more wine. If the players don’t intervene, the conversation proceeds as follows:

  • [Danika](https://www.strahdreloaded.com/Appendices/Non-Player+Characters#Danika Dorakova) greets Karl and Nikolai by name, and asks, “Haven’t you already had too much to drink, boys?”
  • Nikolai waves away her words and says, “Nonsense—we’ve only begun! Two pints of wine to start, and keep them coming.”
  • Danika replies, “Can I start you with some Purple Grapemash No. 3?” Nikolai scoffs and says, “What do you take us for—tasteless peasants? Red Dragon Crush, and don’t be stingy.”
  • As she pours their wine, Danika says idly, “Does your mother know what you’re up to this evening?” Karl waits until he receives his pint, then grunts, “Mother’s far too busy these days. And what she doesn’t know can’t hurt her.” (“Or us,” Nikolai charms in, elbowing his brother. The two chuckle, then return to their drinks.)

If the players ask Urwin or Danika about the Wachter brothers, Urwin can tell them the information listed in N2c. Taproom (p. 100). If the players ask about their mother, or about their words about a “stupid Baron,” Urwin becomes visibly uneasy, and promises to speak with the players further in the morning.

Dinner

Shortly after Rictavio’s story concludes, if the players ordered dinner, [Danika](https://www.strahdreloaded.com/Appendices/Non-Player+Characters#Danika Dorakova) approaches their table with a tray of food. As she serves them, she is suddenly jostled from behind, sending one of the bowls of soup tumbling from her grasp. The two players sitting at the northernmost end of the table must make DC 10 Dexterity saving throws, catching the bowl on a success. (If both players succeed, the player with the higher result catches the bowl first. If neither player succeeds, the bowl topples onto the floor, spilling the soup.)

Danika turns, revealing the culprit: a red-cheeked Brom Martikov wearing one of the painted wooden clown masks as described in N2o. Boy’ Bedroom (p. 102). (Bray Martikov, wearing the other mask of the pair, is cowering behind one of the chairs of the nearest table.)

  • A pair of painted wooden clown masks, one displaying a mean scowl and the other a frightened expression If the players do not interrupt, Danika scolds the boys as follows:

  • Danika sharply (though not unkindly) addresses Brom and Bray by their full names. Both children snap to attention.

  • Danika asks the boys, “What did your father tell you about wearing those masks in the taproom?” Both boys remove their masks, flushed, and Brom says, sheepishly, “We’re not supposed to do it.”

  • Danika then asks the boys, “And what did I tell you about running in the taproom?” The two are quiet, then Bray pipes up, ” … we're not s’posed to do it?” Danika replies, “Exactly.”

If the soup was spilled, Danika directs Bray to fetch a pail of water from N2a. Well outside, and Brom to fetch a mop from the kitchen to clean up the mess. If the soup wasn’t spilled, Danika reminds the boys that they’re supposed to be helping their father cook dinner, and shoos them into the kitchen.

In either case, Danika apologizes to the players and offers them free meals the following evening. If the players ask about Brom and Bray, Danika smiles fondly and says, “They can be a handful sometimes, but they’re good boys.”

If the players ask about the children’s masks, Danika tells them that Urwin bought them from the local toymaker, Gadof Blinsky, who works at N7. Blinsky Toys (p.118).

The taproom slowly clears out over the following two hours. Nikolai and Karl Wachter stumble outside and collapse in the inn’s shed, too drunk to make their way home.

If the players rented rooms for the night, [Danika](https://www.strahdreloaded.com/Appendices/Non-Player+Characters#Danika Dorakova) eventually approaches their table and offers to show them to their rooms. (See N2l. Guest Rooms and N2m. Guest Room (p. 102)). During the tour, Danika lets them know that they’re free to request fresh linens or a tub of hot water (for a bath) be brought up to their rooms. “Breakfast is served at first light,” she says warmly, and adds, “Feel free to let us know if you need anything else.”

Arc C - Into the Valley - Curse of Strahd: Reloaded