Daylight, finally,
(Well, grey-light, accurately),
Lifting your anxiety,
And leaving the lich with his phylactery.

Too long in the tomb,
Left two more corrupted,
Three remain balanced but soon,
Will their minds too be interrupted?

Time only knows,
As it always will,
The future it shows,
The past cold and still.

But let us not dwell,
On amber and horror,
For you know all too well,
It’s another fine day,
In fair Barovia!


After three days in the Temple, returning to the outside world came as a great relief despite the oppressive and grey weather. Fresh mountain air and a journey through the gloomy forests found you arriving in Vallaki with clearer heads. Even dragging the chariot full of loot didn't seem too onerous.

Garn, Xarann and Kasimir forked off to the dust elf settlement as you neared Vallaki, Garn realising his new appearance was likely to cause problems. Viktor suggests that Garn can find a suitable face covering for him in Vallaki, or that the Vistani may have something appropriate – should he wish to do that.

Kasimir spoke not a word to Garn, but welcomed Xarann into their small community for a few evenings. Garn settled in with the Vistani, who paused for a moment when confronted by a undead version of the paladin, before moving on matter-of-factly. They’ve seen many strange things in their time in Barovia.

The rest of the group continued on to Vallaki, with Zandeyr sneaking in under cover of darkness with his hounds, and taking them directly to the now abandoned Burgomaster’s mansion. Everyone else stayed at the Blue Water Inn, the Martikov’s making you most welcome.

Vallaki was much as you’d left it, though you could see Ireena’s influence on the township. Dilapidated buildings were being slowly repaired, the town square had been refreshed (no stockades or pronouncements, and someone had started to replant the central garden), and there were more people walking the streets, albeit still blank eyed for the most part.

Ireena was thrilled to see Zane return, she barely glanced at the dresses – the electricity between the two was obvious to all. Especially to those that saw the hunger in her eyes as she grabbed Zane’s hand and led him to her room.

You explained away Garn’s absence and excused Zandeyr who you claimed was busy researching his findings from the Amber Temple. It was agreed to regather in the morning to discuss what had happened and what should happen next.


Master Zandeyr set up shop in the mansion, sending out occasional missives. Clear instructions are given, gold is placed in hands. Questions go unanswered unless they progress his agenda.

The chariot from the Amber Temple is placed in the stables of the Burgomaster’s residence. The “treasures” are unloaded and placed upstairs in the residence. Strangely the most expensive items are dumped on various flat surfaces without regard for their value. However, the seventy five empty wine bottles are very carefully unpacked.

A large wooden tub Is filled with warm water and soap is used to clean the bottles. Each bottle is dried and then re-crated up ready for transportation to the winery. The process takes a few hours, even with the intensity and focus shown by Zandeyr.

That evening a small cot is set up as in the attic of the mansion. The teleportation circle is cleaned from the floor. Work benches are setup and specimen jars are laid out. Several gas lamps are placed on the benches. All night, footsteps can be heard of Zandeyr pacing between the work bench and a writing table. By dawn silence descends as all a movement ceases.

Sunrise shines on a large amber shard from the shattered sarcophagus that sits on the table, as if acting as a paper weight holding down his latest scribbles. A gilded skull with red garnets in its eye sockets sits on top of a pile of blank leather books. Two spell tombs, one from the Burgomaster’s son, and the other found with the wizard’s body, lies next to any empty scroll case are on the floor obviously removed from a backpack.

A bronze dragon crown, a strange robe, a chain with a diamond shape that activated “The Guardian”, and an obsidian sceptre with gold filigree, casually hang from a coat stand recovered from the furniture storage room next door.

In the morning, anyone entering the attic will find Zandeyr soundly asleep. The two hellhounds rest quietly in the corner. They are clearly guarding their master. The floor is covered with notes and drawings of undead creatures. Some of the notes are in common, others in Infernal, Draconic and some in Elvish.

There is something odd about the room to any visitor, as if it has been a scholar’s residence for many decades not just a single day.


Viktor walked with his son to meet his future daughter-in-law at the Town Hall, if daytime, or The Church of St Andral – where she is hopefully staying – if night. At which point he dropped in to The Blue Water Inn with his other companions for a well earned meal and several large drinks.

The following morning at dawn, Viktor arrived at St. Andral’s to find his exhausted son eating breakfast, a stark contrast to Ireena who was glowing with energy. Lucian joined them at the table to hear Viktor’s tale.

He gave an account (stupid decision redacted) of what occurred at the Amber Temple, answering questions as the story unfolded. He mentioned Exethanter, that it is place of great evil, and confirmed it is the source of Strahd’s power and the misery that curses Barovia. He does not mention Garn’s affliction at all, nor will he speak of Zandeyr companions.

At the end of the telling Ireena expresses her shock, particularly at Exethantar’s statement that both he and Strahd were immortal. How can his reign end if that be the case? But your discovery of the source of Strahd’s power does give her some hope – with this knowledge, perhaps you will be able to fight back, or use it against him.

Lucian listens intently, telling you the Dark Powers had only been stories used to discipline wayward children before this revelation. The presence of such evil, and Strahd’s manipulation of it, horrifies him.

Viktor asks to see the Vistana’s body in state in the Church and cast a new Gentle Repose spell upon the body. He states to Father Lucian that his faith in the Morninglord has now gifted him with a way to hopefully raise the Vistana – foretold in the cards by Madam Eva – to life. Further he says now has it within his power to create truly holy and consecrated ground like that on which the Church stands. He knows from his religious studies that the components for these spells are rare and expensive, but that he intends to obtain them. He believes the Vistana, killed by the Abbot in part due to his actions, has a part to play in Strahd’s downfall.

Lucian seems slightly stunned to hear of Viktor’s new powers. Such abilities were only known to legend or creatures like Baba Lysaga and the Abbot. To stand in front of one who claimed them made him wary, his fear coming from having seen so many who wielded such power corrupted. But he also sensed Viktor’s determination and drive, and knew it was in the name of the Morninglord that he acted.

Viktor asks of Ireena and Lucian whether they think Hallowing the Town Hall as a way of protecting Ireena and drawing Strahd’s added attention away from the Church is a good idea. His private inclination, which he will discuss with all his companions, would be to hold on the spell until it can be cast on the Chapel in Barovia village to bring the light of hope and the Morninglord to the town in the shadow of Ravenloft. The thought of sticking it to Strahd right in front of his Castle brings a guilty gleam to his eye.

Father Lucian tells Viktor that the Church of St Andral’s is indeed hallowed ground. The bones of St Andral are interred there, and those bones have provided sanctuary over the centuries of Strahd’s reign. Strahd has tried many times to get the bones moved, but the pastors have always managed to fight off the attempts. He does worry that Ireena’s presence there now will make Strahd double down on his efforts. He also says the only other hallowed place that he knows of is the pool in Krezk.

This news gives Viktor some hope. Strahd, it seems can’t simply dispel hallowed ground.

Both Lucian and Ireena thought that St. Andral’s was hallowed ground enough in Vallaki – spreading the light further seemed to them a better use. Ireena welcomed the idea of blessing the church in Barovia, knowing it intimately as she did, and knowing her brother still dwelled there under the shadow of Ravenloft. But they bowed to the wisdom of the group – your successes thus far led them to trust your decisions.

Raising the dead Vallaki woman too was left to your best judgement. Lucian made it clear he preferred to let the dead rest, but understood your predicament. He did warn that Madam Eva’s words could be twisted in many ways, as he had seen many times, so her prophecy was not necessarily to be trusted. But perhaps she spoke true, and you needed every advantage you could find in your battle against the Devil Strahd.


Following the church visit, Viktor returned to The Blue Water Inn to ask Urwin Martikov for advice on sourcing what he needs.

Urwin is suitably impressed by the cache of gems recovered from the Temple, but says even if someone was willing to trade, he doesn’t know of anyone in Vallaki, Barovia, or Krezk that holds a single diamond -needed for the Raise Dead spell – of such worth. Strahd long ago took possession of anything of value. As he tells Viktor this, he suddenly stops, then says “There is one who in this land who is known to hoard gems of great worth, someone Strahd stays away from and who we have watched closely for many years – Baba Lysaga. I can’t guarantee a diamond is among her collection, but it is your best chance, slim though it may be.”

For the herbs, oils, and incense needed for the Hallowing, Urwin also struggles – the sole merchants in Vallaki and Barovia only sell practical gear at exorbitant prices. However, after some thought and consulting with his wife Danika, he comes up with a possible solution.

The oils he can get from his father, who uses them for his private spirit brewing. Urwin and Davian are now somewhat reconciled thanks to our group’s efforts, and he is comfortable asking for this knowing his father holds us high regard. There would be no cost, but Davian’s debt to the party would be settled – assuming you all agree. Free wine notwithstanding of course – that will always flow, which will please Bannor.

The herbs are more problematic. The only place that cultivates anything beyond the basics is Krezk, in their walled commune. He understands Viktor is not exactly on good terms with the Burgomaster, so he’s willing to send his crows to make the deal. It will cost us double that which we might expect to pay. (Viktor believes you have more than enough cash even with Zandeyr’s esoteric purchasing).

And finally the incense. Urwin shakes his head at this, but suggests that perhaps the Vistani can help, or more particularly Madam Eva. He guesses it’s the kind of thing a soothsaying fortune teller might hold stock of, given her trade. Her price on the other hand he has no idea about.

It will take several days to gather the oils and herbs, but he assures Viktor it will be possible. He cautions that he will only be able to gather enough for one collection of the requested ingredients.

The next day, Viktor gathers everyone once more, and you venture back to Madam Eva’s camp.


The Vistani at the Tser Pool welcome you back, eyes raised slightly at the sight of Zandeyr hounds. They lead you to Eva’s tent, and she seems pleased to see you, saying that she’d been expecting you.

The discussion that followed surprised you in many ways. Eva’s behaviour was far more ‘sane’, there was less madness in her eyes and more consideration in her words. You quickly realised her earlier soothsaying persona was a calculated means to an end.

She declared herself impressed with your achievements in Barovia, you having accomplished far more than she dreamed possible – and far more than any of her other invitees. When asked what that meant, she explained how she had invited adventurers to Barovia over many centuries, and none had come close to achieving her aim in doing so.

Eva told you that her greatest wish was to free Strahd from his curse. That wish drove her to bring travellers here, for no-one in Barovia wielded power or hope strong enough to break the curse. Strahd too asked her to bring souls here, albeit for his entertainment not his freedom, but his request helped serve her secret wishes.

When asked why she didn’t break the curse herself, she only smiled softly and said she had made her own pacts, and those pacts came with promises and prices – one of which was she was unable to act on freeing Strahd.

Zane said the only freedom Strahd would have would be that of his head from his body. Eva cackled at that, admiring Zane’s gung-ho, but also asking does not any person deserve redemption? She said Strahd had not always been a bad man, and the purging the Dark Powers that lay within him may be a way of returning him to what he was: a loving brother, son of a king and queen, a soul in search of a soulmate. Shouldn’t he be given that chance?

Zane simply said ‘no’, and flashed his pink rapiers threateningly. Eva loved this – such surety in one so young! – and said he was welcome to visit her anytime day or, preferably, night.

Viktor asked about procuring the required incenses, and Eva said she would deliver them the following day. The speed with which she agreed made it clear she really did want to help you – though you recalled Lucian’s words about trusting her.

Knowing that Berez and Baba Lysaga were your likely next destination, you asked Madam Eva what she could tell you. Frustratingly she spoke more in riddles again about the swamp hag, but she was certain of one thing: Baba Lysaga was not to be taken lightly. She was as old as the land was – as old as Exethanter, Strahd, and Eva herself – and she has all the power and experience that comes with that history. When asked, she also told you that the only thing that might persuade Baba Lysaga to give up her skull transport would be to ‘give her Strahd’. When pressed Eva was unclear about what ‘give’ meant exactly, only saying that Baba Lysaga had an obsession with the Vampire Lord that Strahd was never likely to quench.

As you prepared to leave, you asked about the inhabitants of the windmill midway between here and Vallaki.

‘Old Bonegrinder, you mean? Three hags dwell there, nasty things they are, but part of the tapestry of this land too.’ The hags created pies that sent people into a dreamy stupor, escaping the numbness of their lives – you recalled having met Morgantha back in the township of Barovia dragging a cart of hot pies through town. And now you remembered, you also recalled her stalking a child through the streets.

The word ‘bonegrinder’ didn’t sit well, and eventually you dragged the truth from Eva. The pies were made with the corpses of children that the hags ‘acquired’ from the Barovian people, either in exchange for the pies or simply kidnapped and killed.

Garn stared with abject horror at Eva as this was revealed. His undead face fell paler still as he clenched his fists and said in no uncertain terms that you would be visiting this windmill to remove the hags from the tapestry forever.

You all agreed. Time to try and right another deep wrong.


A stone windmill against a cloudy sky, ravens circling the tattered blades

Old Bonegrinder


The windmill stood stark against the sky, Vallaki sitting in the valley below. You approached it cautiously, but the only sounds were the slow creak of the wind blades and the cawing of the crows and ravens that circled above.

As you draw nearer, you could smell the rich warm scent of the pies baking within. Your newfound knowledge of what they were made of almost made you retch. Bannor checked the door, which was unlocked and untrapped. Zane listened closely at the door and could hear what might be mad laughter from inside – though it could have been the birds.

He swung the door open, revealing a makeshift kitchen in a filthy room. Baskets, a chicken coop, a wooden trunk, a cabinet painted with flowers, and the peddler’s cart you had seen in Barovia. The chickens clucked nervously as you entered, and you could also hear the sound of toads croaking. The sweet smell of the pastries was blended with a horrible acrid stench that seemed to come from a open barrel in the centre of the room. Warmth issued from a brick over against one wall, and a crumbling staircase led upward – and now you could clearly hear shrieks and crackling laughter from above.

Zane guarded the stair while Garn, who was completely focused, ordered everyone to move up there. Bannor ignored that and moved into the room to study the oven and boxes, disturbingly finding small human bones littering the floor. Garn was furious at this, whispering urgently that Bannor needed to stand down and prepare. Bannor ignored this further and Garn pointed his weapon threateningly, which prompted Bannor to explode in anger, running toward the barrel with the intent of kicking it over in fury. He stopped short of doing that when he saw what lay inside, a glistening greenish-black ichor that burnt his nostrils and missing eye sockets.

Zane, Viktor, and Garn started upstairs, followed closely by Xarann and Zandeyr. The room ahead contained a massive grindstone connected to a wooden gear shaft. A haggard, heavyset old woman with a face as wrinkled as a boiled apple was sweeping the floor, pushing old bones and stirring up a cloud of white dust onto her bloodstained flour-caked apron: it was Morgantha. She squinted as you entered, and offered to sell you some pies.

No.

Zane leapt across the room and started carving into her with his rapiers. She called out for help from her daughters above, who stopped their singing and rushed to the stairwell. Garn smashed into her with an unholy fury in his veins as Viktor rushed up the steps. Xarann unleased his patent witch-bold into Morgantha, and Zandeyr loosed some bolts into the daughters who attacked Viktor and Bannor as he appeared dagger in hand.

Garn’s second swing lodged his axe into the wooden mill shaft, so he dropped it and swung his mighty fists into the hag instead. Zane’s blades had left their mark, and while Morgantha’s missiles and spells were causing some trouble, it paled next to the trouble she was in and she fell dead to the floor.

The daughters too stood little chance, being battered by the furious anger that you all felt. Bannor had noticed three wooden cages on the floor above, and he sunk his dagger into his victim with extra venom. Viktor polished the other hag off, and soon all you could hear was a whimpering cry from the cages.

Garn went to them to find your fears realised, as inside two of them were a young girl and boy. They recoiled at the sight of Garn, who tried to calm them before realising why. Viktor took over, and drew them out slowly and leading them outside, bawling and terrified. The sobbed that they had been sold to the hags by their drug-addled parents in Barovia in return for pies, and had seen their other brother killed a day earlier.

Bannor searched the kitchen, finding little of value, other than three small vials of liquid. The elixirs were clearly marked: Youth (a golden syrup), Laughter (a reddish looking tea), and Mother’s Milk (a pale greenish-white liquid). He freed the chickens and toads, then turned to Xarann and nodded.

Xarann unleashed bolt after bolt of spellfire, setting everything alight in an inferno that matched your fury. The windmill was engulfed in flames that reached high into the sky, clearly visible from Vallaki and Barovia – and Castle Ravenloft.


Three levels of the windmill

Map of Old Bonegrinder. Buy from Mike Schley here


Session played: 20 April, 2020