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SESSION SIX (10/24)

-- UPDATE NOTES/RECAP QUESTS --


-- ANOTHER TALKIE / TAKE NOTES
-- MORE THAN 1 SESSION IN VALLAKI --
-- SELL/UNLOAD LOOT --

VALLAKI. A large fortified town. In a mountain valley beside a large lake (Lake Zarovich). Just a little
more than a days travel from the village of Barovia.

PRIMARY MISSIONS.
1. Defeat Strahd/End Curse on Barovia/Return to Forgotten Realms
2. Ismark Kolyanovich asked you to bring his sister Ireena to the Blue Water Inn. He hopes that the
inns owners, the Martikov family, will have some means of protecting her from Strahd.

SECONDARY MISSIONS.
1. Missing Vistani Girl, Arabelle
2. Mad Marys Daughter Gertruda is missing
3. Murders in Vallaki, meet Brom at Blue Water Inn
4. Red Vargo Traders/High Prices at Stores/Nicholai at Blue Water Inn
5. Deeds to House in Vallalki and Windmill (Old Bonegrinder) Outside of Vallaki
6. Collect items for Jenny Greenteeths Supreme Elixir
7. Chest on the path to Castle Ravenloft

BLUE WATER INN. Gray smoke issues from the chimney of this large, two-story wooden building
with a stone foundation and sagging tile roof, upon which is perched an entire murder of crows. They
squawk noisily and peck at each other. A painted wooden sign hanging above the main entrance depicts
a blue waterfall.

The main room is built around a large fireplace where chestnuts are roasting. There are only a few sullen
patrons in the common room when you enter. A young, mustachioed man tends bar while a bleary eyed
drunk mumbles into his cup.

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.

BARMAN/URWIN MARTIKOV. Urwin recognizes Ireena immediately and is alarmed Ireena?


Ireena Kolyanovich, is that you? By the gods what has befallen you child, you seem nearly sick
to death? Who are these strangers with you? Quickly, into the kitchens, Danika will tend to you.

Urwin ushers characters into a small, warm kitchen. A peasant woman is laboring over a cast iron
stew pot; she rushes over to Ireena when you enter, draping her in a wool blanket. Urwin turns to
you and says You had better explain yourselves, strangers. GIVE CHARACTERS A
CHANCE RECOUNT THEIR STORY.

I do not doubt your words one look at Ireenas condition and I believe you. But whatever
Ismark may have believed, there is no sanctuary here. It is true that Kolyan was a great friend to
my family, and I wish with all my heart that I could help Ireena, but against the Devil I have no
protection.

I have my wife and children to think about, allowing the target of Strahds lust to stay here I
cannot defend her in any case. But I have an idea who can the church, St. Andrals, the priest
there, Father Lucian, he has always said that the church is protected from evil by the presence
of a holy relic. I can think of no other place where Ireena might be safe.

Before you go, I have some troubles of my own perhaps you would be willing to help me in
exchange for an item that may help you.

My family owns a vineyard southwest of the town of Kresk which lies a day or so west or Vallaki.
It is known as the Wizard of Wines Vineyard, and is run by my father Damian. Our supply of
wine and tuika are nearly gone and the shipment is two weeks overdue. It is quite unusual for my
farther, and I fear that something may have befallen him in these dark times.

If you will agree to check on my father (and bring me my wine), I will give you this (he reaches
into his shirt, removing a wooden whistle from a leather thong around his neck). There are other
powers at work in Barovia besides the devil; blow this whistle whenever you are outdoors and in
grave danger. Aid will come to you (3 Charges, Summons 1d4+1 Wereravens who arrive 1 round
later).

BROM. My friends! You made such good time it is a wonder I did not see you on the road.
Are you ready to begin our investigation into these murders? Perhaps we should question the
Baron himself he is the local power here and the one offering the reward. Then we may visit
the site of the murders, or question potential witnesses.

NICHOLAI WATCHER. If characters ask about Nicholai Urwin informs them that Nicholai
was recently murdered, found dead in the stables of the Watcherhaus (his familys townhouse).
Urwin mentions having heard about a reward for bringing the murderer to justice.

OLD DRUNK/BLUTO. A destitute old fisherman, obviously very drunk even this early in the
day. Have you heard the one about Big Chook? They say that Lake Zarovich is an enchanted
lake, and was considered holy by the Tergs. The god of the lake was a great fish; big as a barn! If
they kept Big Chook happy and well-fed, then he was generous and the bounty of the lake would
sustain them though even the harshest winter! These days the Strahdfish from the lake are
scrawny and take too long to catch. Big Chook keeps the best for himself. Maybe the old ways
were better

SERVICES. The Blue Water Inn serves a good selection of beers, ciders, and a strong Barovian
plum brandy called tuika (tweeka). Berth at the inn costs 1 gp per night per character. This in-
cludes a meal of cold borsch, rye bread, and the ubiquitous Strahdfish,

ST. ANDRAL's CHURCH. This slouching, centuries-old stone church has a bulging steeple in the back
and walls lined with cracked, stained glass windows depicting pious saints. A fence of wrought iron
encloses a garden of gravestones next to the church. A thin mist creeps among the graves. A brawny man
with shifty eyes is glaring at you from across the graveyard.
Dedicated to the Morninglord, and named after St. Andral, who is interred within the church grounds.
(Under altar). Appears as if there has been some recent damage broken stained-glass window and the
bell is lying on the floor.

FATHER LUCIAN PETROVICH. When the characters enter, the Priest is working on repairing
the damage. A strong willed man, who recognizes the evil in Barovia. Offers his congregation
prayers and promises of the Morninglords protection. I am afraid that might once have been so,
but no longer. A few nights ago, someone broke into the church and stole the holy bones of St.
Andral from their resting place beneath the altar. Few knew the exact location of the bones, and
I am forced to consider that one of my own attendants Yeska or Milivoj is the culprit. I am
sympathetic to their plight, but without the bones the church remains unsanctified and vulnerable
to the depredations of evil. I have questioned both, but so far they claim no knowledge of the
burglary. Perhaps you might be able to compel a confession? With the bones returned, I would be
able to shelter this poor girl from the darkness that preys upon her. If asked about the murders,
Father Lucian simply confirms that the brothers were each slain within a week of one another. He
suggests speaking to the Baron for more information.

YESKA. A somewhat manic scribe who serves Father Lucian. DC 10. Yeska reveals that one
night after too much sacramental wine, Father Lucian revealed the location of the bones. She
may have mentioned this to Milivoj, but surely the lad was not involved. Hes a good boy!

MILIVOJ. A glum lad who serves as the local gravedigger. DC15. Milivoj begins sobbing. Yes
I was the one. My sisters and I were starving. I happened to meet a wealthy man at the market,
Majesto I think his name was. Majesto was kind to me far kinder than Father Lucian has ever
been he offered me 50gp if I would steal the bones and deliver them to Henrik the coffin maker.
I would do it again too! Father Lucian is a fool! Those moldy old bones will not save anyone
from anything! If characters try to bring Milivoj to justice he attacks once with his shovel then
tries to flee.

BAROVIAN SAINTS. In addition to worshiping the Morninglord, Barovian worship hallowed


saints, religious figures who have all been martyred fighting against darkness. In addition to St.
Andral (Healer of Kings) there are St. Ecaterine, St. Bogdan and St. Markovia.

CONGREGATION. 2d6+6 Commoners when in session.

GRAVEYARD. There is a sealed mausoleum (DC 20 to open). Inside the sarcophagus are 140
ep, 70 pp, two elixirs of health, three potions of healing, and a gray bag of tricks. There is also
a small building where Milivoj lives (50gp hidden inside straw mattress). Cemetery: Characters
who visit the nearby cemetery see a pair of fresh graves belonging to the brothers Karl and Nikolai
Wachter, who were recently murdered. If asked, the Father consents to exhume the bodies, but
only with the permission of the Baron (for examination or speak with dead).

THE BODIES. Two linen wrapped corpses, each a young man that was viciously stabbed to
death.

SPEAK WITH DEAD. Saw the assassin for only seconds; a man dressed in a monk-robe,
wearing an ugly mask. Both attacked from behind in pre-dawn hours. The killer spoke to Nicholai
before he died you are the last for now. Karl says he thinks he saw the killer hours before his
death, hanging around Tibors Smith.

OLD PATROF HOUSE/PATROF THE BOOKSELLER. If characters choose to pursue the deed, they
follow street signs to a dreary, three-story house with exterior access to the cellar. All the windows are
shuttered, and an outside cellar door is held shut by an iron padlock (DC 15). A crudely painted sign on
the door reads Closed for renovations no trespassing! Unless otherwise noted: Ceilings are 10 feet
high. Windows are barred (DC15 to break/unlock).

CELLAR (Locked/DC 15). The cellar has a dirt floor and contains nothing but cobwebs and
pieces of old furniture. Iron chains and meat hooks dangle from the ceiling in the smaller chamber,
which was used as a larder. (SEARCH) The dirt floor in the larder looks disturbed, as though
something was buried here; digging reveals a linen wrapped skeleton clutching something
(Random Magic Item).

FIRST FLOOR. The interior of this house is dark and reeks of mildew. The air is thick with
floating, fuzzy motes akin to dust balls. Furniture is out of place, cupboards are ajar, and broken
items lie everywhere. Strange glyphs are scribbled on the walls in what appears to be blood. An
occult circle has been drawn on the floor in blue chalk. A kitchen and a storage room open onto
the storefront, and a staircase leads to the second floor. There is nothing remarkable in the side-
rooms save for a surprising degree of filth mostly half eaten food and dirty dishes.

CIRCLE. Still faintly glowing, your hair stand on end as you approach. (Arcane Check DC10).
This is a summoning circle used by magicians to summon beings from other planes of existence.
Disturbing the circle does not have any immediate effect. There is a leather-bound tome lying
next to the circle. It is covered in bluish-purple slime.

SOUNDS (Highest Passive Perp.) You hear creaking floorboards and heavy footsteps upstairs.

BOOK. Written in gold-leaf on the front of the book Glimpses of Xoriat: Rituals of the Far
Realms. The text of this strange tomes is written in indecipherable glyphs that swim before your
eyes if you focus on the book the glyphs re-arrange themselves into any language that you know.
A piece of parchment falls out of the book while you examine it. Written hastily in ink are what
appear to be notes and diagrams related to a particular ritual Rend the Veil. A message says
will attempt the ritual again tonight, I know that I am close to unlocking its secrets. Cannot stand
to spend another moment in this hell Tasha and I will escape this place one way or another
Khasim Patrof.

SECOND FLOOR. Contains a small bedroom and the bookstore itself (walls are shelves covered
in mostly uninteresting volumes Elminsters Ecologies Volume 54: A complete History of Grass.
The stairs continue up to an attic.

Standing in the center of the room with its back towards you is a lone figure, wearing what appears
to be a very large hat.

The figure slowly turns toward you revealing a nightmare given form a cadaverous human, its
skin a ripe green color, with a bulging deformed head. On closer inspection you can see that there
is a creature attached to the head a grotesque tentacle covered tick-like creature. It blinks at you
malevolently with seven golden compound eyes.

ATTIC. The attic is littered with books, papers, and other assorted junk (treat as difficult terrain).
A slimy cocoon is suspended from the rafters inside you can see the grossly inflated body of a
man, his flesh moving as if filled with snakes. Suddenly, the hideous cyst explodes disgorging
6 milky white abominations, eye-less, hairless, with round mouths like lampreys, and rubbery
tentacle-like arms and legs.

NOBLE TSOCHAR (Gauth)


Medium aberration, chaotic evil
===============================
Armor Class 15 (Natural Armor)
Hit Points 80 (9d8 + 27)
Speed 20 ft.
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STR | DEX | CON | INT | WIS | CHA
10 (+0) | 14 (+2) | 16 (+3) | 15 (+2) | 15 (+2) | 13 (+1)
===============================
Saving Throws Int +5, Wis +5, Cha +4
Skills Perception +5
Condition Immunities prone
Senses Darkvision 120 ft., passive Perception 15
Languages Telepathy 60 ft.
Challenge 6 (2,300xp)
===============================
Stunning Gaze. When a creature that can see starts its turn within 30 of the Creature, the Creature can
force it to make a DC 14 Wis Saving throw. If the creature fails the save, it is stunned until start of next
turn. Creatures can purposefully avert eyes, but gains Blinded Condition while doing so.

Death Throes. When the creature dies, the magical energy within explodes; each creature within 10
must make a DC 14 Dex Save, taking 13 (3d8) force damage on failed save, half on success.
===============================
Multi-attack: Tscochar makes one bite attack and 3 Eye Ray attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage.

Eye Rays. MCreature shoots 3 of the following rays at random (re-roll duplicates), choosing different
targets for each ray if possible.

1. Dispel Magic. Must succeed on DC 14 Dex or have one of their magical items (random) lose all
magical properties for 10 rounds.

2. Enervation. Must succeed on DC 14 Con save or takes 4d8 Necrotic, on Save.

3. Teleportation. Must succeed on DC 14 Wis or teleported to random location (1. Attic, 2. Ground
floor, 3. Cellar). Speed is halved until start of Creatures next turn.

4. Flame. Must succeed on DC 14 Dex save or 4d10 fire damage, on Save.


5. Paralysis. Must succeed on DC 14 Con save or paralyzed for 1 minute, target may repeat saving
throw at end of each turn, success ends effect.

6. Sleep. Must succeed on DC 14 Wis or fall asleep for 1 minute, target awakens if it takes damage
or if creature takes an action to wake it.

LESSER TSOCHAR
Small aberration, chaotic evil
===============================
Armor Class 14 (Natural Armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft., Climb 20 ft.
===============================
STR | DEX | CON | INT | WIS | CHA
15 (+2) | 15 (+2) | 13 (+1) | 15 (+2) | 11 (+0) | 13 (+1)
===============================
Skills Deception +4, Perception +4, Stealth +6
Damage Resistances Lightning, Poison
Condition Immunities blinded, prone
Senses Darkvision 60 ft., passive Perception 12
Languages Telepathy 60 ft.
Challenge 4 (1,100xp)
===============================
Grappler. Tsochar has advantage on attack rolls against creatures grappled by it.
===============================
Multi-attack: Tscochar two tentacle attacks or one Brain Bore Attack.

Tentacle. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) bludgeoning
damage. If target is Small or Larger, then it is grappled (Contested Strength to Escape).

Brain Bore. The tsochar can attempt to bore its way into the brain of a grappled creature; target must
succeed in DC 14 Con Save, taking 4d8 damage on a failed save and on a successful save.

ARASEK MARKET. Here is a large and cluttered market; mostly farmers and fishers hawking their
wares. The shops and homes that enclose the market square are decorated with limp, tattered garlands
and painted wooden boxes filled with withered, dead flowers.

In the center of the square, peasants in patchwork clothes eye you suspiciously as they use cups and vases
to draw water from a crumbling stone fountain. Standing tall at the center of the fountain is a gray statue
of an impressive man facing west. Dressed in furs with a tall hat, he holds an axe on his shoulder and
points toward the western mountains (Boris Vallakovich town founder).

At the north end of the square stands a row of stocks, locked in which are several men, women, and
children wearing crude, plaster donkey heads. All around the square are posted various proclamations:
BY ORDER OF THE BARON ALL THOSE FOUND GUILTY OF MALICIOUS UNHAPPI-
NESS OR SPREADING NEGATIVITY SHALL BE RESIGNED TO ONE WEEK IN THE
STOCKS.

A REWARD OF 500 PIECES OF GOLD WILL BE AWARDED TO ANYONE WHO PRO-


VIDES INFORMATION THAT LEADS TO THE ARREST OF THE MURDERER OR MUR-
DERERS OF NICHOLAI AND KARL WATCHER. SEE THE BARON TO CLAIM YOUR RE-
WARD.

COME ONE, COME ALL TO THE GREATEST SHOW OF ALL: RICTAVIOS CARNIVAL
OF THE MYSTERIOUS AND MACABRE. SEE SUCH WONDEROUS SIGHTS; JUGGLING
MONKEY, THE WERE-HARE, A WOMAN THAT CAN CHEW IRON, GIANT WITH BEAU-
TIFUL VOICE, CO-JOINED TWINS, LEGLESS MAN THAT CAN DRINK ENTIRE CASKS
OF WINE WITHOUT GETTING DRUNK, DREADED MAN-EATING TIGER. RAIN OR
SHINE. ARASEK MARKET.

FOUNTAIN. The fountain is the site of Karl Watchers murder. There is no evidence of the crime,
save for a recently scrubbed area of the cobblestones.

TIBORS GENERAL STORE & SMITHY. Squat building with reinforced doors and barred windows,
a large soot covered chimney. A wooden sign hangs above the door Tibors General Store & Smithy.

SERVICES. Can buy any mundane item, but at five times the price. Will buy any item for 1/5th
value. If characters complain, Yelana says my prices are set by the Red Vargo Traders. If you
have a problem with this, you should take it up with the Watchers, they run the Traders.

Perp 20: Yelena seems pale and weak not unlike Ireena.

Arcana 20: Yelena subject to charm effect unable to reveal/recall something.

DISPEL/RESTORE. If restorative or dispelling magic cast on Yelena: reveals A man visited


me six days ago. He was dressed as a monk, but wore a mummers mask. He cast a glamor upon
me, compelling me to do as he said. He made me take my clothes off and lie down in a circle he
drew on the floor. He performed a ritual in a language I didnt understand, then he drank blood
from my wrist, and forced me drink some of his blood as well. He told me that as long as I lived,
he would be hidden from the devil. Before he left he told me thanked me, calling me Olvanya.

RICTAVIOS WAGON. Parked at the south end of the stockyard is a sturdy carnival wagon, its colorful
paint peeling off. Faded lettering on its sides spells out the words "Rictavio's Carnival of the Mysterious
and Macabre." A heavy padlock secures the back door.

INVESTIGATE (Perp. DC 15). The front seat of the wagon contains a hidden compartment.
Inside are a coffer containing 50ep and 6 gemstones (100gp each). Morninglords prayer book
with gilded cover (50gp). Healers Kit. Gold and silver holy symbol (sunburst, worth 50gp). Be-
jeweled silver shortsword (worth 350gp). 20 silver crossbow bolts. Leather case with gold buck-
les and inscription (R. Van Richten, I bring you from Shadow into Light, 100gp) containing three
sharpened wooden stakes, sack of fresh garlic, six vials of holy water, polished steel mirror, and
silver scroll case (50gp). Tube contains 3 scrolls protection from evil, friends, and protection from
undead.

TIGER. The wagon suddenly lurches, as though something big has thrown itself against the
inside wall. You hear the cracking of wood, the scraping of metal, and the snarl of something
inhuman. Suddenly in a tremendous crash, a massive saber-toothed tiger explodes from the wagon!
You notice that it is wearing elaborate spiked armor. Peasants and merchants scream, somewhere
you can hear someone yelling Drusila! Drusila! Down girl!

The Tiger begins to attack nearby peasants. If characters dont intervene, have the tiger target a
player. Rictavio arrives before round 2. He does not fight in the combat but urges players to
subdue but not kill his tiger Dont hurt her! Please she is just a beast, she does not know what
she does! Do not kill her!

AFTER TIGER. Izek Strazni and 10 Boyars show up from the northeast corner. Izek in a hoarse
scream What in the name of the Morninglord is going on here? Who is responsible for this
carnage?

If characters dont intervene Rictavio stammers Captain, my apologies, you see Drusila is part
of my act normally very tame, very safe Im not sure what got into her but I can assure
you Izek interrupts Guardsmen! Arrest this stammering old fool! Take him to the Baron
IN CHAINS! Slay that god-forsaken beast and throw the remains to the wolves!

If the characters try and intervene, Izek warns them that they are interfering with an agent of
Baron Vallakovich, and would face dire consequences. With an appropriately high check (DC 20)
could be persuaded to the let the characters take custody of the wounded tiger. Rictavio cannot
be freed except by armed combat.

IF RICTAVIO FREED. He is a wanted man will thank the characters for helping him, and
offers to return the favor. Gathers his wagon and makes for an old tower to the west. Urges
characters to leave Vallakai before they face the wrath of the Baron (or turn themselves in and
plead their case).

IF RICTAVIO CAPTURED. Players will have an opportunity to see him again at the Barons
Mansion. Until then, make sure that they discover the items in the wagons.

HENRIK THE COFFIN-MAKER. This uninviting shop is two stories tall and has a sign shaped like
a coffin above the front door. All of the window shutters are closed up tight, and a deathly silence sur-
rounds the establishment.

The windows and outside doors of the shop are barred shut from within. If the characters knock on one
of them, Henrik shouts, "We're closed! Go away!" without opening the door. If the characters accuse
Henrik of stealing the bones of St. Andral, he shouts again, "Go away! Leave me alone!"

If the characters break into the store (DC 20), Henrik throws up his offers no resistance Im so sorry, I
didnt want to do it. They made me! They made me! The bones are upstairs, in a box in the storeroom!
Successful check DC 15, and he reveals it was Majesto, Lavinia Watchers manservant! Will explain
that several weeks ago, Majesto offered 1,000gp in exchange for Henriks help to bribe Milivoj to steal
the bones. Said that a great becoming is on the horizon.

Unless characters take some action to prevent it, Henrik escapes as soon as possible. If watched or oth-
erwise prevented from escaping, Henrik drinks poison from a vial screaming Strahd will kill you all!
Haha haha, ugh!

STORAGE. Numerous half-built coffins arranged haphazardly around this musty, dark chamber.
All are empty.

JUNKROOM. Table with 4 chairs, cabinets packed with food and other items.

WORKSHOP. A workshop containing carpenters tools.

KITCHEN. Table and chairs; table covered by filthy dishes with rotten, maggoty food.

BEDROOM. Modest bedchamber holding cot and well-made wooden furniture, including table,
chair and wardrobe. Inside wardrobe (in a false bottom DC 15) is a carved wooden idol of Strahd
and 950gp.

STORAGE2. This large, drafty room is strung with cobwebs and takes up most of the upper floor.
Stacks of wooden planks lie and wooden crates are scattered about the room. Six crates are
marked "SPECIAL DELIVERY/DO NOT DISTURB" in black paint. Searching or disturbing
anything causes 6 Wights to explode out of the marked crates! After combat a sack of very old
bones can be recovered from one of the crates (Bones of St. Andral).

BLINKSY/DOLLMAKERS SHOP. This cramped shop has a dark entrance portico, above which
hangs a wooden sign shaped like a rocking horse, with a "B" engraved on both sides. Flanking the en-
trance are two arched, lead-framed windows. Through the dirty glass, you see jumbled displays of toys
and hanging placards bearing the slogan "Is No Fun, Is No Blinsky!"

The dollmaker Galdof Blinsky lives here. He calls himself "a wizard of tiny wonders," but he has been
consumed by depression lately. Blinsky is a heavyset man who wears a moth-eaten jester's cap. Blinsky
is overjoyed to see anyone enter his store. Piccolo, look! A customer. He screams at a baboon in a tutu.
Blinsky recites a verse as he dances a jig Welcome friends to the House of Blinsky, where happiness
and smiles can be bought for price. Perhaps you know a little child in need of joy? A little toy for girl or
boy?

Blinsky is very depressed as the townsfolk dont want to be his friend. He longs to visit Castle Ravenloft.

Toys Available (all 10gp):


A headless doll that comes with a sack of attachable heads, all have eyes and mouth stitched shut
A miniature gallows, complete with trapdoor and a weighted "hanged man"
A set of wooden nesting dolls; each one gets smaller and older, innermost doll is a mummy
A wood-and-string mobile of hanging bats with flapping wings
A wind-up musical merry -go-round with children chased by snarling wolves
A ventriloquist's dummy that looks like Strahd IX

WATCHERHAUS. This house seems disgusted with itself. A slouching roof hangs heavy over furrowed
gables, and moss-covered walls sag and bulge under the weight of the vegetation. The floral patterns
ubiquitous to the wooden windowsills elsewhere are here replaced by delicate abstract designs reminis-
cent of mazes.

KNOCK KNOCK. (Majesto Opens). A plump man in baroque funerary answers the door. You
there! What is the meaning of this rude disruption? This is a house of mourning! Away with you
knaves! If characters can convince Majesto to do so, he tells them wait here, and then the Lady
will see you please follow me and DONT touch anything!

AUDIENCE. Majesto guides you into an impeccably decorated salon. An ornately carved dining
room table stretches the length of this room, a crystal chandelier hanging above it imperiously.
The silverware is tarnished, the dishes chipped, yet all are still quite elegant. Eight chairs, their
backs adorned with sculpted elk horns, surround the table. Arched windows made of a latticework
of iron and glass look out onto the small, fog-swept estate. A regal looking middle-aged woman
reclines seductively on cushioned couch. She is dressed head to toe in black, with a gauzy black
veil covering part of her face.

Majesto clicks his heels together smartly and clears his throat Attention vagabonds; I present
you to the esteemed Lady Lavinia Watcher. Mind yourselves around the Lady or I shall subject
you to a most grievous beating!

LADY WATCHER (Southern Accent). Majesto, darling, please dont be rude cant you see
that these people are visitors to our fair country? We must endeavor to make a good impression.
Now tell me children, whatever can I do for you?

MURDERS. Lady Watcher makes an exaggerated frown and sniffles loudly. Oh my poor sons
Nicholai and Karl my poor, poor boys. Cut down in the prime of their life. Thank the Morninglord
that my husband Frederick is not alive to endure this injustice. I can only hope that you are here
to help find those murdering sons of bitches, that done this terrible thing?

RED VARGO TRADERS. Why yes, that was Karl and Nicholais business. They provided mer-
chants throughout Barovia with protection, and other services. A true and noble calling, but that
was the nature of my boys. So sweet and caring. Characters can attempt to talk Lavinia into lifting
the Red Vargos Prices but requires persuading her (DC 15).

THEORY OF THE CRIME. Now hush your mouths children, I can solve the mystery for you
right now the murderer of Karl and Nicholai was none other than that no-good louse of a tavern-
keeper Urwin Martikov! My boys generously offered to enter into a business partnership with
Urwin, but of course, he knew better than they did! That brute resorted to fisticuffs and bruised
my Karls lovely face. He said that if they ever stepped foot in his nasty old bar, that he would
kill them. If you were to question him or search his inn, Im sure you would find evidence that
would put a noose around his insufferable neck.

If you were able to make the case against Urwin, you would earn the everlasting gratitude of
noble House Watcher she writhes on her couch invitingly Id be willing to reward you
beyond that paltry sum the Baron has put up. She leans forward exposing an opulently decorated
gemstone necklace and her ample cleavage. I have many nice things I could share with you,
sweetie

BONES OF ST ANDRAL. If the characters confront Lady Watcher about her supposed involve-
ment with the theft of the Bones of st. Andral, she listens intently as they present their evidence
if their case is not convincing she denies all involvement saying you must be mistaken, sugar.
If they present a strong case, she wants to know who all knows what they know. She then has
Majesto lock the front doors and attacks!

STABLES (DC 15): There is little evidence of the murder here, save some dry blood spatters
that were missed during the initial clean up. You find a trapdoor hidden under a bale of hay. It is
chained shut with a heavy iron padlock (DC 15). Beneath the trapdoor is a cloth wrapped bundle
containing a packet of old letters they seem to be correspondence between Frederick Watcher
and his son Nicholai. There is one letter that is separate from the stack, like it has been accessed
recently:

(DATED 1 YEAR AGO) Dear Nikolai,

I hear Death calling my name. It wont be long now, and I shall greet the darkness with relief. Know
that it was your mother that killed me slowly poisoned, smothered in my sleep, or victim of her
black magic.

She has wholly given herself over to the Devil, believing that he will reward her with everlasting life.
Fool! She does not realize that there is room for only one Devil in hell. If you ever find yourself at
cross purposes with her, do not doubt that she will kill you too!

It is too late to save myself she is always watching me now, she and her infernal puppet Majesto
but I can pass into the afterlife satisfied, knowing that the harridans victory will be short-lived.

I have arranged a contingency that will ensure her destruction. The Watcher familys greatest treas-
ure is not gold or property it is the THING that lies buried in our family mausoleum in Tuefuldorf.

My father shared the secret with me when I was still a lad; dried bones were all I saw, yet I could
sense the power contained within. One drop. Just one drop of blood, my boy and these old bones
will awaken a mighty warrior who will make even Strahd von Zarovich quake!

My father dreamed of unleashing the monster on our familys enemies but I will unleash the mon-
ster on my family! When news of my death reaches Tuefuldorf, my agent will deliver that fateful
drop just a single drop, my boy!

If you choose to remain at your mothers side after my death than you shall share her fate. I give you
this warning because you are my son, and at times you have seemed almost human unlike your
dreadful brother.

Your Father Frederick


VALLAKOVICH MANOR. This sturdy stone mansion has walls draped in ivy, hiding a patina of gen-
eral age and neglect. A second story made of wood appears to be of newer construction. Above the main
entrance hangs a somewhat tattered flag bearing the emblem of an open-winged red raven on triangular
fields of white and black separated by a diagonal gold line. Drapes cover every window, including a large,
arched opening above the mansion's double entrance doors. A sign near the front doors says Visiting
Hours: Noon until Sundown.

MAIN HALL. Framed portraits adorn the walls of this grand foyer, which features a wide stair-
case with a sculpted railing. A long, carpeted hall attached to the foyer stretches almost the length
of the mansion and has several doors leading away from it, including one at the far end. Bundles
of twigs are heaped against the walls.

The major domo, Wilhelm asks characters their business before summoning the Baron (Izek if
alive/present).

BEHOLD, THE BARON! A middle-aged man with a bushy mustache bounds into the room,
accompanied by two massive slobbering mastiffs. Following close behind is an older man, with
a cruel, pinched face dressed in plate-armor. Baron Vallakovich (Shouting Loudly) Ho ho ho!
Whats this? Visitors? At this hour? Wilhelm who are these mangy scoundrels and what are they
doing in my parlor?

Yes the murders, and the REWARD OF COURSE! I trust you are here to make a full confession,
HMM YES? OH blast! I am anxious to put this murder business behind us, the town council has
met twice in the last week to dicuss it. Dont they know there is a very important festival in just
three days! YES YES YES, I can tell you what I know.

The Watcher family is a very prominent family here in Vallakai, at least they would have you
think so! Karl Watcher and his brother Nikolai both reprehensible nincompoops, but aristocracy
none-the-less were murdered within days of each other: the assassin clearly has a vendetta
against the Watcher family!

One week ago, the body of Karl Watcher was found stabbed to death in the Aresek Market near
the fountain just before dawn. His brother Nicholai was slain in a similar manner two days later
at the Watcher familys stables. A dagger was found near the body of Nicholai. My sheriff, Izek
took custody of the murder-weapon. The Wachters were both buried in the cemetery next to St.
Andrals Church.

EXAMINE DAGGER. The dagger that was used to murder Nicholai has a wavy, flame-shaped
blade. The daggers grip is wrapped in red velvet. BROM. Hmm, this type of weapon is known
to me I once saw a similar one in the collection of a wealthy historian. It is the weapon of the
Baal Verzi, a legendary guild of assassins that predates Strahd I. It was said that the Von Za-
rovichs ordered the destruction of the guild centuries ago.

OBTAIN DAGGER (DC 20). Izek does not want to yield the dagger in addition to being
evidence it is a magical weapon (+1). If scry successfully used with dagger players see a very
pale, blond, bearded monk wearing dark robes and a lion-headed pendant with ruby eyes. He is
on a forested path, moving determinedly towards some unknown destination.

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