

The bell above the door chimes as Krelldutt pushes into Blinsky’s toy shop, and the familiar scent of sawdust fills the air. Wooden puppets dangle from the ceiling, their painted eyes seeming to follow his movement. Blinsky looks up from his workbench, where he’s been carving something intricate, and gestures for Krelldutt to sit.
Their conversation turns quickly to recent events. When Krieger’s name comes up, Blinsky’s face darkens. “That man,” he says, his voice tight with anger, “tried to murder Piccolo.” The monkey chatters from somewhere in the back of the shop, as if understanding. “I do not forget such things.”
They discuss the political situation in Vallaki, and the tension in the room grows heavier. Burgomaster Deprimer’s hold on the city seems fragile at best. Blinsky leans back in his chair, stroking his mustache thoughtfully. “Perhaps it is because he is an elf,” he muses. “Elves are not well liked anywhere in Barovia, but here in Vallaki especially.” He shakes his head. “Even the Vistani settlement outside the walls—they allow neither the Vistani nor the Dusk Elves inside, even when they need food or medical help. Only Rictavio was tolerated, and only because he could entertain people.”
The conversation shifts uncomfortably to religion. Both men dance around the topic at first, then discover neither holds much faith in Deprimer’s Goth religion. There’s relief in the admission, as if they’ve both been carrying this secret.
Blinsky reveals something Krelldutt didn’t know: he’s not originally from Barovia. “The Vistani,” he says with a bitter laugh. “They promised me good business, a new life. And here I am.” Blinsky’s face falls, genuine grief crossing his features.
“I need to recruit mercenaries,” Krelldutt says, steering the conversation back to practical matters. “For a mission to the Village of Barovia. Where in Vallaki might I find such people?”
Blinsky straightens in his chair, and something fierce flashes in his eyes. “I will come to help you, my friend,” he says simply. “I can throw knives. Rictavio taught me.”
Krelldutt studies the toymaker with new respect and nods. “We leave at dawn for the Village of Barovia. We must inform Irena’s brother, Ismark, about her capture by Strahd.”
“I will meet you at the Blue Water Inn just before sunrise,” Blinsky agrees as Krelldutt continues, “We also have Hoolian, Feesh, Udo, and Danika as well. The Burgomaster will provide weapons, supplies, and horses.”
⚔
Duster presses himself against the damp stone wall of a back alley, his heart hammering in his chest. Every shadow could hide a guard. He’s trying to reach the stockyard—he needs a horse, and he needs to get out of Vallaki now.
A guard’s footsteps echo around the corner. Duster recognizes him as one loyal to Deprimer and holds his breath, waiting for the man to pass. The guard never looks his way.
He circles out toward the city wall, moving quickly but carefully. Children’s laughter makes him freeze—they’re playing ball in a small courtyard. He waits, then slips past when their game draws them to the other side. A laundry line hangs between two buildings, and he snatches clothing from it, pulling the stolen garments on as he moves. A disguise, however poor, is better than nothing.
The stockyard appears empty when he finally reaches it. Duster slides the barn door open as quietly as he can manage, and the smell of hay and horse hits him immediately.
He’s not alone.
A groom stands in one of the stalls, curry comb in hand, working on a horse’s flank. The man looks up, startled.
“I’m here to pick up my horse,” Duster says, forcing confidence into his voice.
The groom’s eyes narrow. “Receipt? And which horse? Silver? Doc? King? One of the others?”
Duster thinks fast. “I’m here for Silver.
The groom frowns, “The big one? You know, you seem…small…to handle such a difficult horse.”
Head bobbing, Duster assures him that is the horse he’s here for.
The groom’s suspicion deepens. Something about Duster’s story doesn’t add up. “Let me fetch Mr. Arasek,” he says, setting down the curry comb.
The moment the groom’s back is turned, Duster moves. He spots Doc, an older black horse that looks calmer than most, and quickly leads him out. He doesn’t run—not yet—but he moves with purpose, mounting as soon as he’s clear of the barn.
The Cow Gate in the south wall looms ahead. Duster kicks Doc into a trot, then a canter, and bursts through into the open lands beyond Vallaki.
⚔
Water sloshes around their knees as the fight rages in the flooded dungeon hallway. Rakthe’s trident rests damaged in their grip. Their shield cast now away, is splintered and useless. They stand shoulder to shoulder with Komzin, both of them facing down a pair of vampire spawn whose pale faces twist with hunger and rage.
Behind them, Bayleaf has his back to the spiral stair, fighting a third spawn that hisses and claws at him.
The spawn are vicious but clumsy. Komzin roars, drawing on some inner wellspring of strength, and his weapon connects with devastating force. Dark ichor sprays across the water. The wounded spawn screeches and breaks away, scrambling up the wall of the spiral staircase with inhuman speed.
Bayleaf pursues, his feet sure on the narrow, slick stairs despite the danger. His weapon catches the fleeing spawn mid-climb, and it falls with a wet thud, tumbling down the stairs and splashing into the water below. Bayleaf barely manages to avoid being knocked down with it.
The two remaining spawn press their attack on Komzin and Rakthe, but they’re fighting poorly now, desperation making them sloppy. Bayleaf recognizes that Komzin is handling himself better in close quarters and makes a quick decision. He tosses his battleaxe through the air. Komzin catches it smoothly, the heavier weapon more suited to his battle style.
Bayleaf draws his longsword and swings—but misjudges badly. The blade slices through empty air, and he nearly loses his footing in the water. He winces, hoping his mistake won’t cost him dearly as the fight continues.
Bayleaf fails an attack roll and receives a penalty of minus 2 on attacks for 3 rounds when allies are in melee with his targetThe vampire spawns regenerate 10 HP per turn unless hit with radiant damageBayleaf is out of spell slots after using smitesThe party is running low on resourcesAt the end of the session, the battle is still ongoing with two vampire spawns remaining, both damaged but regenerating.





