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Session 13: The Gates of Vallaki

General Summary

Finishing the Battle with the Wolf Pack

The night air was thick with the scent of blood and damp earth as the last of the wolves fell beneath the party’s weapons. The howls of the fallen faded into an eerie silence, leaving only the sound of their own ragged breathing. The werewolves had been driven off, but the encounter left its mark—Corax’s wound still burned where he had been bitten, and the weight of their grim discoveries lingered.

Yet, there was no time to dwell. The road to Vallaki stretched ahead, and with it, the promise of shelter, supplies, and perhaps some much-needed answers.


The Road to Vallaki

The journey continued without further interruption—a rare moment of peace in Barovia’s cursed lands. The woods, though ever-watchful, did not press in on them, and the creeping mist seemed content to let them pass. Dusk was falling as the walls of Vallaki came into view, its wooden palisade standing tall and defiant against the horrors of the land.

Yet even before reaching the gates, it was clear that all was not well.


The Refugee Camp at Vallaki’s Gates

Huddled against the outer walls of Vallaki, a dozen makeshift tents had been erected, forming a small, ragged refugee camp. Men, women, and children, their faces gaunt with hunger and exhaustion, gathered around dim fires, their eyes filled with quiet desperation. These were Barovians who had fled their village, seeking safety from the undead incursion, only to find themselves denied entry by the town’s ruler, Baron Vargas Vallakovich.

The refugees warned the party of Vallaki’s cold reception. When they had first arrived, the town's captain of the guard, Izek Strazni, had driven them back with fire and force, wielding a monstrous devil’s arm. Since then, bats and wolves had harassed the camp nightly, leaving the refugees on edge.

Worse still, a quarter of the refugees had succumbed to an addiction—their suffering dulled by the effects of Morgantha’s Dream Pastries. Those who could afford the price of oblivion drifted in and out of trance-like states, oblivious to the danger around them.


The Gates of Vallaki – A Suspicious Welcome

The gates were locked tight, and the guards stationed above peered down with suspicion as the party approached. Gaining entry was no simple task—Vallaki did not welcome strangers easily.

Each adventurer was forced to undergo an unusual inspection:

  1. They were asked to identify themselves.
  2. They had to bare their teeth—"To prove you're not vampires."
  3. They had to be exposed to a necklace strung with bulbs of garlic—"To prove you're not werewolves."
  4. A toll of 1 gold piece was required for entry.
  5. All silver coins in their possession had to be surrendered, with the explanation that Vallaki needed the silver to forge weapons against the werewolf threat.

Upon hearing the demand to hand over their silver, the party was deeply divided. They deliberated for a long time, considering their options:

  • Some suggested scaling the walls in the dead of night.
  • Others argued they should fight the guards and take entry by force.
  • But cooler heads prevailed—attacking Vallaki would mean making an enemy of the only walled settlement in Barovia.

Instead, they turned back to the refugees, seeking more information.


The Refugees’ Warnings

Speaking with the camp’s leader, the party learned of the growing unrest within Vallaki’s walls:

  • The Baron refuses to acknowledge the plight of the refugees and will not even meet with them.
  • The guards are corrupt—some take bribes for supplies but will not permit entry.
  • Izek Strazni, the Baron's enforcer, is a man to be feared, wielding unnatural fire and strength.
  • Wolves and bats attack the camp nightly, yet still, they dare not return to Barovia Village, fearing the undead.

Faced with this grim reality, the adventurers knew they needed another way in.


Ireena Kolyana Pulls Rank

At last, Ireena Kolyana stepped forward. Straightening her posture, she demanded entry in a commanding voice, invoking her status:

"I am Ireena Kolyana, sister of Ismark, Burgomaster of Barovia. I demand an audience with your Baron, and I will not be left out here to die like the others!"

The guards hesitated, exchanging glances. The name of the Burgomaster of Barovia still carried weight, despite the town’s distance. After a long pause, one of them relented:

"Very well. But you and your companions will be watched closely."

The gates creaked open, and at last, the party stepped inside the walls of Vallaki.


Arrival at the Blue Water Inn

With little interest in lingering at the gates under the watchful eyes of the guards, the party made their way through the streets of Vallaki, heading straight for the Blue Water Inn.

The town itself was… different. Unlike the bleakness of Barovia Village, Vallaki felt alive—people walked the streets, and there was a sense of tense normalcy. Yet something was undeniably wrong. The walls bore bright, colorful banners, and posters promoting an upcoming festival were nailed to every available surface.

As they reached the Blue Water Inn, the familiar smell of food, wood smoke, and ale greeted them—a rare comfort in these cursed lands. The party had earned a moment’s rest, but what lay ahead in Vallaki remained uncertain.

Would they find allies within these walls, or had they merely entered another kind of prison?

Campaign
Curse of Strahd Reloaded
Protagonists
Billy (Kidd)
Report Date
22 May 2025

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