Session Seven: In The Cards You Will Find Your Destinies Intertwined. Report | World Anvil | World Anvil

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Session Seven: In The Cards You Will Find Your Destinies Intertwined.

General Summary

Bite Club are directed to explore the camp by Adrien, their guide, in hopes that he may witness their independence and skill for gathering information unaided. While the incapacitated Mordecai rests on the beach, Cedar and Lysette choose to question the elderly woman who first called for them.

  She informs the party that her name is "Madame Eva", a fortune reader with the rare Vistani gift of still being able to read a Tarokka deck. She believes that the party have a collective destiny, however will not disclose this to these two while alone. She also makes no secret of knowing their names prior to their arrival. Madame Eva suggests that they take a small vial of liquid, its colour xanthous and bubbling as if sentient, over to their tiefling companion to aid his condition. She describes it as "a little family secret", with a wink, and Cedar and Lysette comply.

  Mordecai awakes, though it's taste is quite obviously foul. The necrotic ailments of the bite he received from Doru are evidently lifted once he attempts a healing word upon himself. He agrees, rather excitably, to have his fortune read by Eva, though Blaidd remains reluctant after the scene in the church. However, he is able to be persuaded. The four return to her tent to be read the following:
 
  'Knowledge of the ancient will help you better understand your enemy.' - The master of stars "Wizard"
  'A Powerful force for good and protection, a holy symbol for great hope.' The Two of coins - "Philanthropist"
  'This card speaks of great power and Strength. It tells of a weapon of vengeance- a sword of sunlight.' - The Nine of Stars "Conjurer"
  'This card sheds light on the one who will help you greatly in the battle against darkness.' - The Queen of Spades "Mists"
  'Your enemy is a creature of darkness, whose powers are beyond mortality. That which you seek is hidden in his womb- the devil's lair. This card will lead you to him.' - The King of Spades "Dark Lord"
She confesses that she may have an idea as to whom the party may consider an enemy. She also notes that she is unable to comment due to bias. Eva states that she has lived for a very long time and watched generations of this camp thrive and fall. She remembers little of her early life- only that once upon a time, her name was Katarina Von Zarovitch. Her and Strahd shared a father, Barov, who Lysette quickly identified was a common name when compared with the country. This was correct- the land had not always been known as Barovia, only since their fathers passing, however she can't seem to recall its former title. Eva also informs the party that there is another like her, daughter to a woman she used to work with by the name of Baba Lysaga, who lives in Berez. Her daughters name ultimately is lost to the confines of memory.

With more questions than answers, Bite Club retreat back to Vallaki with Ireena, Ishmark and Adrien. It is there that the eldest Martikov boy informs them that from this point onward, they will have to act independently, as there is little more that the Keepers can offer them in the ways of information. Danika and Urwin will remain their best port of call for passing on new discoveries- however for now, he must return to defend the farm from further turmoil. Adrien leaves them with two pieces of very valuable information:

  1. The Keepers of the Feather all wear a very obvious circlet which transforms with them. It can be found at the base of their wing, almost like a piercing. If ever in doubt as to whether a raven is of intelligence, simply force them into flight and check to see if any feathers seem disconnected from their body, connected to a bronze chain. They will almost always answer to the name of their organization- if they believe you have checked first.
  2. If ever in dire need, the Keepers have an emergency whistle: three in immediate succession. If there is enough desire in the soul and desperation in the heart, they will be heard, and The Keepers will come to their aid. This is, however, never to be abused, as it is a lifeline developed through generations of were-ravens intended only for use in life or death scenarios. The whistle can act as a teleportation spell direct to the caller and should be used wisely.
Bite Club sit and consider their options. They have received a bountiful amount of information thus far, however: where to begin?
Their first links began with the hidden messages they'd deciphered from their invitations to Barovia. Luckily, these had been spoken of while their undead companion was still at their side:
    Xaethriell: What you seek is hidden within the Amber Temple.
Mordecai: Berez.
Blaidd: Seek out the Wizard's Tower. You will find much of which we cannot speak.
Cedar: Find the Mill.
Lysette: The abandoned town of Krezk.
Next, the party remembered the imprint provided by one of Urwin's watchers, found on the door of the abandoned Wizards tower, a puzzle which, after long contemplation, spelled: KHAZAN.


Additionally, the Martikov's had given them two pointers toward where their precious gems had been carted off to:
    1: Lost over a decade ago with no trace left behind.
2: Hags from Berez had been terrorizing their farm with scarecrows.
3: The forest folk up on Yester Hill were relentlessly sending Blights from the south to invade them.
Finally, the party consider their recent Tarokka reading. What could these cards mean, and who is this wandering daughter who Eva seemingly couldn't recall the name of? Bite Club had many starting points with very little ways to connect them as of yet. However, they remembered that the two closest destinations to Vallaki appeared to be the wizards tower and the mill. With the tower closer by foot travel, they determine this to be a good starting point.
A few other things pique their interest regarding this town they've learned to call their home.
   
  1. They wish to speak with Ireena and Ishmark. What can they learn beyond their names? How did they end up in such a predicament with the count? Who, exactly, are they?
  2. Can they learn more of the Burgomaster? A quick conversation with Bray reveals that he is simply a man who has fallen pray to the belief that happiness is Strahd's weakness. He forces artificial hope on the people and condemns those who speak against him. Additionally, unrelated to the man himself, women have been going missing from his manor. Bray spoke his mind honestly and admitted that he believes that the Burgomaster is the primary source for Vallaki's misery.
  3. Bite club wishes to examine the stockyard. Perhaps they will find some resources useful to them?
The third point proves to be simple enough for the party to investigate while giving the Kolyanavitch's some time to settle in. The stockyard is home to a rusted carnival wagon with the words "Rictavio's Carnival of Wonders" engraved on the side. The door-frame has a separate inscription: "I bring you from Shadow into Light"- and it is upon approaching that the party can hear feral growling coming from within. The wagon appears to shake, as if something is throwing itself against the interior walls. They retreat into a warehouse dominating the yard in hopes to figure out what may be confined in those steel walls.

The owners, once Mordecai has successfully haggled their extortionate prices for some material components, make no secret of the fact their silence was bought by the bard whom it belonged to. They were offered 2000gp to store the wagon, no questions asked, and complied without a fuss. Even they are in the dark as to what may be contained inside. Rictavio visits as 6am/pm without fail to feed his horse- perhaps he would be the person to ask?

Bite club opt to stakeout the grounds, in wait for the bard who so graciously terrorizes the Blue Water Inn with his deluded definition of entertainment. As promised, he arrives not a moment late. He releases the lock on the door while presenting a handful of wolf steaks to whatever is inside. Addled by the stench of death, the party can now see a fully grown saber-tooth tiger within, well tamed, however still appearing like it could snap without a moments warning. The bard caresses his beast, uttering a whisper.

"Not long now, my pet. There is a Vistani in that inn, I can smell her."

Session Date: 20/07/22
Campaign
The Curse of Strahd
Protagonists

Mordecai Verasz

Neutral Evil Tiefling (Failed Merchant)
Cleric 5
31 / 31 HP
STR
9
DEX
14
CON
12
INT
10
WIS
14
CHA
18

Lysette

Lawful Good Protector Aasimar (Hermit)
Cleric 5
28 / 28 HP
STR
11
DEX
10
CON
14
INT
11
WIS
18
CHA
9

Cedar Fenfyre

Neutral Bugbear (Haunted One)
Monk 5
50 / 50 HP
STR
15
DEX
20
CON
16
INT
8
WIS
15
CHA
10

Blaidd Laurent

Chaotic Evil Custom Lineage (Haunted One)
Artificer 5
36 / 36 HP
STR
12
DEX
17
CON
16
INT
15
WIS
12
CHA
4
Player Journals
Destiny Foretold by Blaidd
Report Date
25 Jul 2022

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