Session 11 — Dream Pastries
Session At A Glance
| Session # | 11 |
| Date Played | 2026-01-18 |
| In-World Date | — |
| Location(s) | Old Bone Grinder, River Bridge, Road to Vallaki |
| Anthilz | Aleric Shaw |
| Narua | Daisy Brown |
| J | Ria Xolarrin |
| Previous | Session 10 |
| Next | Session 12 |
A wolf pack ambush gives way to a skeletal revenant's cryptic warnings. The party encounters an old woman with free pastries and hospitality, only to discover the true horror beneath: the Old Bone Grinder is a factory of cannibalism, operating under Strahd's explicit authority. The party must confront an impossible moral choice.
Pre-Session Recap
The party was positioned at the River Iblis Crossroads facing a skeletal horseman. After using fire bottles to defend themselves, they encountered a pack of dire wolves near the road north. Combat was fierce but the party prevailed. Now they continued toward Vallaki, encountering new threats and obstacles.
Session Summary
Opening
The session opened mid-combat, the party already surrounded by snarling wolves—a mixed pack of dire wolves and regular wolves encircling them in a killing formation near the crossroads. The air reeked of wet fur and predatory musk. Teeth snapped. Low, rumbling growls echoed across the pine forest.
A massive dire wolf lunged at Aleric, its jaws wide enough to swallow a man's head whole. The beast's claws raked toward his throat as it attempted to drag him down into a crushing grapple. But Aleric's athleticism served him well—his body twisted with desperate grace, muscles straining as he resisted the creature's grip. The wolf's teeth found only empty air and cloth as he broke free, his heart hammering in his chest.
Irina was less fortunate. Another wolf had her pinned to the ground, its massive body pressing her down, its breath hot and foul against her face. She struggled against it, her great sword trapped beneath her, useless. The wolf snapped and snarled inches from her throat, saliva stringing between its fangs.
But the party was not alone. Muriel—the blue-tipped raven that had become their unlikely companion—dove repeatedly at the dire wolf attacking Irina. The bird's talons raked at the beast's eyes and snout, pecking furiously, drawing token amounts of blood. It was not much, but it was something. It was help. The raven's courage in the face of such overwhelming predatory force was almost touching, if the situation were not so dire.
Combat Breakdown — Wolf Pack Ambush
Round 1: Wolves Strike
The dire wolves and regular wolves press their advantage, multiple creatures coordinating their attacks against the trapped party members. Aleric finds himself the focus of the largest dire wolf, which immediately presses into a grapple attempt. The beast is powerful—its bite force legendary—but Aleric's training keeps him alive. He breaks the grapple through sheer athleticism and positioning. Irina is not so fortunate; a dire wolf brings her down to the ground, pinning her beneath its weight. She feels the creature's hot breath, sees the hunger in its lupine eyes. Muriel acts on instinct, diving at the wolf that has Irina pinned, pecking and clawing with desperate bravery despite the creature's massive size advantage.
Round 2: Party Counterattack
With Aleric free from the grapple, he and the other party members begin to fight back in earnest. Weapons come up. Magic crackles through the air. The wolves, despite their ferocity, are living creatures—flesh and bone, vulnerable to steel and spell. One by one, they fall. Blood darkens their fur. Cries of pain pierce the forest.
Round 3: Mopping Up
The last of the wolves falls, either cut down or driven off. The party stands bloody and exhausted. The air smells of death and iron. Irina pulls herself to her feet, checking her wounds. Aleric catches his breath. Muriel alights on Rhea's shoulder, preening her feathers, the blue tips catching the light.
The party collects their trophies from the fallen beasts: approximately 5 silver pieces worth of pelts per regular wolf, and a particularly fine direwolf pelt worth approximately 7 silver pieces. The meat can be used for supplies or trade. Everything in this cursed land has value; nothing is wasted.
As the party continued north toward Vallaki, still somewhat battered from the wolf combat, the landscape shifted. The forest began to thin. The road climbed slightly, winding upward toward higher elevation. The sound of rushing water grew louder.
They came upon a stone bridge, ancient and weathered, spanning a deep gorge. Below, a waterfall crashed and thundered, sending up spray that misted in the fading afternoon light. The water below was dark—not the clear cold blue of a mountain stream, but dark and murky, as if something unseen moved within its depths.
Standing on the bridge, directly in the center of the span, was a figure that stopped the party in their tracks.
It was skeletal—a creature of bone and tattered remnants of what had once been flesh. It wore the corroded remains of armor that might once have been silver. In one bony hand, it held a sword planted point-first into the stone of the bridge, as if the blade itself were an anchor keeping this revenant from drifting away on some supernatural wind. The figure stood motionless, watching the waterfall, as if the sight had transfixed it for years.
A revenant knight of the Order of the Silver Dragon.
The party approached cautiously. The creature's hollow eyes turned toward them.
Ria stepped forward, her usual swagger undimmed. Her voice carried an edge: "What are you looking at, skeleton?"
The revenant's jaw moved. When it spoke, its voice was hollow but clear, like wind through a crypt: "Old things are stirring, and the lord of Castle Ravenloft roams the valley."
The statement hung in the air like a curse. Strahd—abroad, hunting, active in the land.
The revenant examined their weapons with those eyeless sockets. It studied Ria's axe—a proper weapon, well-maintained. Then Irina's great sword, a classic blade of noble make. Aleric's morning star, solid and brutal. Rhea's dagger and hammer. It was as if the creature were reading their worth through their tools.
"You," the revenant said, its attention settling on Ria again. "Do you oppose the lord of Ravenloft?"
The question hung there. It was the kind of question that could be dangerous to answer. Ria hesitated. The political implications were immediate—admission of opposition could mark them as enemies of Strahd. The revenant could be a spy, a trick, a trap.
It was Irina who broke the tension. She lifted her collar, pulling down the fabric to reveal her neck. Bite marks. Strange bite marks that should not have healed so quickly. They were gone now, mysteriously vanished, but the memory of them was written in her eyes.
"We oppose him," Irina said flatly.
The revenant seemed to accept this. It turned back to the waterfall, but its words continued: "I do warn you, however. Beware those who walk in the skins of wolves, who haunt the forests to the west. Once they did not trouble those who traveled the roads. Something has changed, however, and now their hunger for human flesh cannot be sated."
Werewolves. The thought settled like ice in the party's collective chest.
The revenant introduced itself—or what it had been: "I am Sir Vladimir Horngardt Butch, of the Order of the Silver Dragon. I was cast out for speaking against my commander. Now I stand like my brothers and sisters in arms watching the dark places of this land and awaiting an order that may never come."
It pointed west, toward distant mountains. "There is a place called Argynvostholt—the Keep of the Order of the Silver Dragon, hidden in the mountains to the west. There, Sir Godfreak Willem waits. He waits for those who would oppose the lord of Ravenloft. Perhaps you will find allies there."
Then, before departing, the revenant offered something that might have been a blessing: "Travel safely and go in peace until we have war."
The knight planted its sword deeper into the stone and stood once more, watching the waterfall with the patience of the damned.
As evening fell and the party continued north, the landscape became rougher, more wild. The road seemed to wind through deeper forest. The light was fading to that sickly grey-blue that precedes true darkness in Barovia.
Then they saw her.
An old woman, hunched and weathered, pushing a rickety cart along the road. She wore tattered clothes patched a hundred times over, and her face was creased with the lines of age and hardship. She looked utterly harmless. Perfectly, ideally harmless.
She waved at them—a genuine, friendly wave. "Hallo, travelers! Hallo, hallo! You look worn and tired from the road. Terrible weather for walking, isn't it? Would you like to come inside? It's only a little way off the path. I have the most wonderful pastries—meat pies, they are, with just the most savory filling. And I can offer you shelter for the night, if you'd like. Just shelter. The cost is only that you respect guest right—a binding hospitality agreement. You remain peaceful within my home, and I will provide for your safety and comfort."
Ria immediately made an Arcana check (15). She recognized the signs. The peculiar intensity in the old woman's eyes. The way her smile didn't quite reach those eyes. The faint sense of something wrong about her that magic could perceive. Ria knew she was looking at hagcraft. Not necessarily malicious in this moment—hags, by their nature, had manners and structures, rules and bargains. But dangerous. Deeply, profoundly dangerous.
"This is a trap," Ria said flatly.
The old woman—who would later be known to them as Morgantha—smiled that smile that didn't reach her eyes. "Is it a trap if we're being honest about the agreement? Guest right is a binding thing, yes. But it's also binding on me. I cannot harm you while you remain peaceful within my home. So—is it a trap?"
The party exchanged glances. They were tired. Night was falling. The forest around them was alive with unseen presences. Muriel huddled against Rhea, clearly uncomfortable being out in the open as darkness approached. And the old woman offered shelter, safety, food.
Against their better judgment—or perhaps because they had no better options—the party agreed.
"Guest right," Morgantha said, smiling that awful smile. "Lovely. Follow me. The windmill is just through here."
Middle
The windmill rose out of the forest like a skeletal finger pointing accusingly at the sky. It was made of dark wood, warped and twisted by age, with a wheel that no longer turned. The air around it smelled of rain and something else—something sweet and rotten mixed together.
Inside, the ground floor had been converted into a makeshift kitchen. Baskets hung from the rafters, many of them containing herbs and dried plants. Old dishware was stacked haphazardly on shelves—some chipped, some stained with things that might have been food. A peddler's cart sat in one corner, its wheels rusted. Against one wall stood a wooden trunk, its lid warped. A painted cabinet dominated another corner, its paint peeling in long strips. In one corner, a chicken coop—but the chickens within seemed diseased, their feathers matted and dull. They clucked and cooed with an odd, strangled quality that suggested something wrong with their throats.
The sounds of the kitchen were overlaid with the croaking of toads—dozens of toads, somewhere in the shadows, producing a constant, rhythmic chorus that made the hair on the back of one's neck stand up.
The smell was overwhelming. Sweet baking pastries mingled with the foul stench that wafted from an open barrel—a barrel that sat in one corner, and from which emanated a smell like old meat left out in the sun, like rot and decay. Muriel the raven immediately hid under Rhea's braid, shivering from the rain and the wrongness of the place.
Morgantha called upstairs: "Bella! Ophelia! Come greet our guests!"
Two other hags emerged from the stairway. Bella was broad-shouldered, her face cruel and knowing. Ophelia was thinner, more delicate in appearance, but her eyes held the same predatory intelligence. They both smiled that smile that didn't reach their eyes.
"We were just beginning a new patch," Bella said, and Ophelia nodded enthusiastically.
Morgantha gestured them toward the table. "Please, please. Sit. You must be famished from the road. Let me offer you something warm."
The party sat, though it was clear that some of them would have preferred not to.
Morgantha placed warm meat pies before each party member. The pastries smelled wonderful—savory and rich, with notes of herbs and something complex underneath. She stood over them, her presence weighty and demanding. "You must eat something," she insisted, her voice taking on that particular quality of emphasis that made it clear this was not a request. "To fully honor guest right, you must partake. It would be rude to refuse a meal offered in hospitality."
The party began to eat, carefully, cautiously. They ate only the crust of the pastries, avoiding the filling as much as possible. The crust was fine—just bread, just pastry. But the filling was another matter. The filling was dark and rich and smelled like meat that might not have come from an animal.
It was then that Daisy noticed it.
On the old grinding wheel in the corner of the kitchen, in the grooves of the wheel itself, there was a fine white powder. Daisy approached the wheel, curious. She brushed a small amount of the powder away, brought it to her nose. It smelled faintly of meat. Faintly of bone.
Without thinking, she tasted it.
The taste was immediately distinctive. Bone dust. Human bone dust. And in the dust was something else—marrow, flesh, the decomposed remains of human bone. She had tasted it for only a second before pulling back, horrified, but the taste lingered on her tongue, the unmistakable flavor of human remains.
At that exact moment, Morgantha's voice drifted down from the upper floor: "One bit at a time. The suffering adds to the umami of the pie."
And then came the sound.
The sound of a cleaver coming down. Not a small sound—a definitive, thick sound, the sound of a heavy blade meeting something yielding. Meat. Bone.
A young girl screamed.
Not a scream of pain—not yet. A scream of realization, of absolute horror. A scream that cut through the windmill and lodged itself in the party's collective chest.
Then came other sounds. The sound of a child crying, "No, no, no, no!" repeated like a mantra. And then—the sound that would haunt them longest—the sickening sound of bone cracking. A heavy, wet sound. The sound of a cleaver striking bone and the bone giving way. The sound of a child being dismembered while the party sat downstairs, trapped by the binding agreement of guest right.
Muriel emerged from under Rhea's braid, her feathers puffed up in distress, her eyes wide.
Aleric immediately drew his sword, standing up so fast that his chair fell backward. "I'm going up there," he said, his voice shaking with barely contained rage.
But Ria caught him. She grabbed his arm, her voice steady and cold: "One hag is dangerous. Three hags become something else entirely. You know this. You can feel it. We are bound by guest right. As long as we remain peaceful, they cannot act freely. If you break that binding, we all die."
Aleric strained against her grip, his eyes fixed on the ceiling. But she was right. He knew she was right. He released the sword grip, let it fall, and sank back into the chair.
The screaming upstairs continued for a few minutes, then faded to whimpering. The sound of dragging. The sound of something heavy being moved across the floor above.
Some time later, Ophelia came down the stairs. Her hands were covered in blood. Thick, dark blood. Fresh blood. She was dragging something—a child, a small form, limp and conscious but stunned, in shock.
Aleric stood again. "Wait," he said. He had to force the word out. "Wait until we've left before... before you continue."
Ophelia paused, looking back at him with an expression of clinical curiosity. Then she turned and went back upstairs to consult with Morgantha.
Morgantha descended the stairs herself. But she was not the old woman who had greeted them.
She had transformed.
The ancient, hunched crone was gone. In her place stood a creature six and a half feet tall, impossibly thin and spindly, with skin that seemed to be covered in a fine moss or fungal growth. Her face was elongated and wrong, her jaws too large, her teeth too numerous. Drool dripped from her jowls in long, delicate curtains of beads—viscous, wet strings of saliva that caught the light like jewelry.
She was, quite simply, one of the most hideous things they had ever seen.
"You don't buy children," Morgantha said, her voice now a dry, rasping thing. "You trade for them. And then—" she smiled that awful smile "—as sweet as honey, she says, but I'm listening."
Aleric steadied himself. He had been trained for negotiation, for keeping a level head. He offered what he had: "We can trade. We have wolf meat and pelts. Valuable meat, fresh meat. And the direwolf pelt is particularly fine."
Morgantha made a wet, gurgling sound that might have been laughter. "Less meat for better meat? No. I don't think so."
There was a moment of silence. Then Morgantha leaned forward, her mossy face close to Aleric's. "I would be willing to trade one of the children for your future, Aleric Shaw. A piece of your luck? The boy for a piece of your luck. What say you?"
Aleric tried to think. What did "a piece of his luck" mean? What did it cost? Could he even make such a bargain?
He tried to negotiate. "What would you ask, specifically? What does this trade entail?"
Morgantha's answer was to raise a cleaver.
The cleaver came down. And from upstairs, from the room where the boy was being held, came a scream—a sound of such utter agony and terror that it seemed to strip away the very humanity of those who heard it. The boy was screaming, a sound that went on and on, unchanging in its intensity, a note of pure suffering.
When the screaming finally stopped, Morgantha called down: "The boy has lost his feet, now. Two feet for one leg of his stubbornness. I grow impatient."
Aleric felt something break inside him. He made a new offer: "Both children. I will trade you both children for a piece of my luck and whatever else is necessary."
There was a long moment of silence.
Then Morgantha produced a piece of leather parchment. She held it up for all to see. Written on it, in official script, was a decree:
Under the seal of Lord Strahd Von Zarovich, the sisters three are allowed to operate and maintain the old bone grinder.
Signed beneath were formal runes and, most damning, the signature of Rahadin.
"You see?" Morgantha said. "We have authority. Legal authority. From the highest power in this land. This is not something that can be negotiated away."
She set the parchment down and turned her full attention to Daisy.
"I have a different offer for you," Morgantha said, her voice soft and almost seductive. "Let me let into your dreams tonight. Allow my sisters and me to brush your hair, to mark you for safe travel through this land. And let us taste your fair—a small taste, just a little ritual for blessing. No harm. Just a touch. A little ritual, and you will be protected here. The children would be spared."
Daisy stared at the hag for a long moment. Then, carefully and politely, she said: "No."
Morgantha smiled. It was not a pleasant smile. "No? You understand what you're refusing? I can make you very popular in your dreams. I can show you things. Offer you things. You could be a goddess in your dreams, Daisy Moolissa Jessibelle Brown. And for that, I ask only a touch, a taste, a mark."
"No," Daisy repeated, her voice steady.
Morgantha inclined her head. "Your loss, then. We must procure children some other way, of course. But there are so many struggling parents with young children out there, so willing to trade for a few pies here and there, for a few silver pieces. So many mouths to feed in the villages. So many who would happily give us their children for a meal. So many."
She turned away, then paused. "You're leaving us, then? Leaving the children?"
It was not a question.
The party announced their withdrawal. They offered apologies for interrupting Morgantha's work. The hag accepted these apologies with grace. After all, guest right had been honored. They had been peaceful. She had nothing to complain about.
But as they moved toward the stairs to retire to the upper floors, Morgantha called out one final order: "Ophelia! Get the boy. Wrap his stumps before he bleeds out. We can't afford to waste him now."
Ophelia appeared at the top of the stairs. There was a moment of motion, a rustle of cloth and something else. Then came a girl—younger than they had expected, maybe eleven or twelve years old, her small frame struggling under the weight of a boy perhaps a year or two younger. The boy was unconscious or in shock; his legs ended at the ankles, ragged and bloody, the wound hastily wrapped but still oozing.
Morgantha threw a bolt of cloth down the stairs. "Use this," she commanded.
The girl looked down at her own hands, then at the cloth, then at her brother. She reached for the cloth, then hesitated. When she raised her hands, the party saw the truth: the girl had no hands. Both of her arms ended at the wrists, the wounds healed but obviously old. Her hands had been taken from her, perhaps weeks ago, perhaps longer.
She attempted to work with her arms, trying to wrap the cloth around her brother's stumps using her wrists and forearms. It was an impossible task. She could not grip. She could not tie. The cloth fell away. Blood continued to flow from the boy's wounds.
The girl made a small, desperate sound—not quite a scream, not quite a cry. It was the sound of someone broken, pushed past the limits of what a human being can endure and still remain sane.
She persisted in trying, using her mouth, using her wrists, attempting to stem the blood flow through sheer desperate determination. It was agonizing to watch. Every movement she made caused blood to splatter on the stairs.
Morgantha watched from above, observing with the clinical interest one might reserve for an interesting cooking technique. She made no move to help.
The party moved upstairs, their hearts heavy, their souls feeling diminished. They could do nothing. They were bound by guest right. And they had failed the children.
The girl struggled past them as they climbed, moving her brother toward the third floor and the prison room beyond. She made no eye contact. Her face was blank, in the way that trauma can make a human face blank. She was present but not present, conscious but somewhere else entirely.
Before retiring to a room to wait out the night, Aleric made a decision. He descended back to the second-floor landing, where the party had been resting. He took his dagger—a fine blade, sharp and well-maintained—and placed it on the floor in a visible location.
It was a mercy. A silent mercy. A message to the children: if the pain becomes unbearable, if they wish to end it, there is a way. They are not without options.
Later, as the party lay in their uncomfortable rooms trying not to think about the sounds coming from above, the girl came down the stairs again. She was moving her brother toward the third floor. Her feet made soft, squelching sounds as she walked, splashing slightly through pools of her brother's blood that had spilled on the stairs.
As she passed the landing where the dagger lay, she paused. Her eyes, hollow and traumatized, fixed on the blade. Then they rose to meet Aleric's gaze for just a moment. There were tears streaming down her face—silent tears, the kind that come from a grief so deep that sound cannot reach it.
She looked at the dagger. She looked back at Aleric. And then she turned and continued up the stairs, moving her disabled brother toward whatever waiting came next.
She could not use the weapon. She had no hands.
The dagger had been a gesture of compassion, but in the end, it was also a gesture of complete and utter helplessness. It was all the party had to offer: a blade they could not swing, a mercy they could not deliver.
The night was long.
The party remained in the windmill, bound by guest right, forced to rest knowing they had failed. Knowing that upstairs, in the darkness, two children—one missing his feet, one missing her hands—were imprisoned by creatures operating under the explicit authority of Lord Strahd von Zarovich.
The night was long, and morning would come, and they would have to leave, and the children would remain.
This was the true horror of the situation. Not the hags themselves, not even the cannibalism. It was the knowledge that the hags had authority. Legal authority. That they operated not despite Strahd's power, but because of it. That the lord of Ravenloft himself had signed the document that allowed this to happen.
Irina, lying awake in the darkness, realized something: "She, her brother, her father, the people of the village... This is what the villagers are doing with their children. They're selling them to these hags."
It was worse than any external evil. The children were being fed to the hags by their own people. By desperation. By starvation. By the simple fact that when a parent has no food and no hope, the option of trading a child for a meal, for money, for survival—it becomes possible. It becomes acceptable. It becomes necessary.
Key Events
- The Wolf Combat — The party defeats a mixed pack of dire wolves and regular wolves, with Muriel assisting; they collect valuable pelts and meat worth approximately 5 silver per wolf and 7 for the direwolf pelt
- The Revenant Knight — Sir Vladimir Horngardt Butch of the Order of the Silver Dragon stands watch on a bridge; warns of werewolves in the western forests and directs the party toward Argynvostholt and Sir Godfreak Willem
- Morgantha's Hospitality — The party accepts guest right from an old woman, unaware of the horrors within her windmill
- The Horrifying Discovery — The party discovers the "dream pastries" are made from children; realizes the hags operate under Strahd's explicit legal authority, documented by Rahadin's signature
- Failed Negotiation — Morgantha's offers are impossible; she severs the boy's remaining leg when negotiation stalls; she offers to grant boons if Daisy allows her into her dreams
- The Mercy Dagger — Aleric leaves a dagger as a silent mercy offering to the captive children; the girl cannot use it due to her missing hands
- The Realization — Irina comes to understand that the villagers themselves are selling their children to the hags
Decisions Made
Faced with unspeakable evil, the party made pragmatic choices to survive while maintaining their morality.
| Decision | Choice Made | Consequence |
|---|---|---|
| Accept guest right at the windmill? | Yes, despite dark suspicions | Party gained shelter but remained trapped in the hag's home, forced to witness ongoing torture |
| Attempt to fight the hags directly? | No; recognized the danger of breaking guest right | Party remained safe but failed to rescue the children |
| Negotiate for the children's lives? | Yes; offered wolf meat and pelts | Morgantha refused all offers; she severed the boy's leg in response to failed negotiations |
| Accept Morgantha's deal with Daisy? | No; Daisy politely declined | Morgantha remained unmoved; she revealed she will procure children from desperate villagers instead |
| Leave a mercy weapon? | Yes; Aleric left a dagger | The girl found the weapon but could not use it due to her missing hands |
NPCs Encountered
| NPC | First Meeting? | Outcome |
|---|---|---|
| Sir Vladimir Horngardt Butch, Revenant Knight of the Order of the Silver Dragon | Yes | Warned party of western werewolves; directed them toward Argynvostholt and Sir Godfreak Willem; stated that old things are stirring and Strahd roams the valley |
| Morgantha | No (implied previous encounter) | Revealed her true form as a six-and-a-half-foot-tall hag covered in moss; demonstrated absolute cruelty; produced documentation of her authority from Strahd via Rahadin's signature; severed a child's leg in response to negotiation; offered to grant boons if Daisy allowed the hags into her dreams |
| Bella | Yes | Sister hag; mentioned "just beginning a new patch" of children |
| Ophelia | Yes | Sister hag; appeared covered in blood; assisted with torturing and amputating the children |
| Young Boy (captive) | Yes | Screaming from upstairs; had both feet severed during negotiations; left bleeding and unconscious |
| Young Girl (captive) | Yes | Missing both hands (old injury); forced to tend to her brother's wounds; made eye contact with Aleric regarding the mercy dagger but could not use it |
Locations Visited
| Location | Notes |
|---|---|
| Road Near Bridge | Site of the revenant knight encounter; a stone bridge spans a waterfall; the creature claimed old things are stirring and Strahd roams the valley |
| Old Bone Grinder | The night hags' windmill; ground floor converted into a makeshift kitchen with baskets, old dishware, a peddler's cart, a wooden trunk, a painted cabinet, and a chicken coop; faint smell of baking pastries mingled with rot from an open barrel; toads croaking in the shadows; flagstone floor littered with small children's bones |
| Forest Path to Windmill | Approach through forest; includes a moss-covered stone slab with raven carving |
Combat & Encounters
Combat Breakdown — Wolf Pack Ambush
Opening Situation: Session begins mid-combat with the party surrounded by a mixed pack of dire wolves and regular wolves near the crossroads. The creatures coordinate their attacks, with the largest dire wolf focusing on Aleric while another dire wolf has successfully pinned Irina to the ground.
Round 1 — Dire Wolf Assault
- Aleric's Encounter: A massive dire wolf lunges at Aleric, attempting a crushing grapple. Its jaws open wide enough to swallow a man's head. Claws rake toward his throat. But Aleric's athleticism and training serve him well—his body twists with desperate grace as he resists the creature's grip. Through sheer physical prowess, he breaks free from the grapple. The wolf's teeth snap closed on empty air.
- Irina's Situation: A second dire wolf has Irina pinned completely beneath its massive weight. Her great sword is trapped under her body, useless. She can see the hunger in the creature's eyes, feel its hot breath, feel the power of its predatory form pressing down on her.
- Muriel's Heroism: The blue-tipped raven, demonstrating courage far beyond her size, dives repeatedly at the dire wolf attacking Irina. Her talons rake at the beast's eyes and snout. She pecks furiously, drawing token amounts of blood. It is not much damage, but it is an act of pure defiance. The raven's courage in the face of such overwhelming predatory force becomes a turning point in the morale of the fight.
Round 2 — Party Counterattack
With Aleric freed from the grapple, the party begins to fight back in earnest. Weapons come up. Magic crackles through the air. Spells are cast. Irina, now able to move, rises to her feet and engages. The wolves, despite their ferocity, are living creatures—flesh and bone, vulnerable to steel and spell. One by one, they fall. Blood darkens their fur. Their cries of pain pierce the forest. The party's coordinated assault turns the tide.
Round 3 — Mopping Up
The last of the wolves either falls to the party's weapons or is driven off into the forest. The immediate threat is neutralized. The party stands bloodied and exhausted in the clearing. Irina pulls herself to her feet, checking her wounds. Aleric catches his breath, his heart still racing. Muriel alights on Rhea's shoulder, preening her feathers, the blue tips catching the light as if nothing terrible has just occurred.
Resources Collected:
- Wolf pelts: approximately 5 silver pieces per regular wolf
- Direwolf pelt: approximately 7 silver pieces (particularly fine quality)
- Wolf meat: multiple portions, usable for supplies or trade
- Muriel gains acceptance from the party; she has proven herself an ally
Encounter 2 — Revenant Knight (Social/Warning)
- Encounter: Sir Vladimir Horngardt Butch, a skeletal knight of the Order of the Silver Dragon, stands guard on a stone bridge spanning a waterfall
- Key Dialogue: "Old things are stirring, and the lord of Castle Ravenloft roams the valley." The knight examines the party's weapons with interest. When asked about opposing Strahd, he confirms the existence of allies at Argynvostholt. He warns: "Beware those who walk in the skins of wolves, who haunt the forests to the west. Once they did not trouble those who traveled the roads. Something has changed, however, and now their hunger for human flesh cannot be sated."
- Outcome: No combat; the knight provides critical information about Strahd's current activity level, werewolves in the west, and the existence of potential powerful allies
Encounter 3 — The Hags of the Old Bone Grinder (Horror/Moral Choice)
- Setting: The Old Bone Grinder windmill, ground floor converted into a makeshift kitchen filled with baskets, old dishware, a peddler's cart, a wooden trunk, a painted cabinet, a diseased chicken coop, and an open barrel emanating a foul stench. Toads croak constantly from the shadows. Small children's bones litter the flagstone floor.
- Initial Deception: Morgantha offers guest right and shelter. The party initially accepts despite Ria's Arcana check (15) revealing signs of hagcraft.
- The Discovery: Daisy discovers human bone dust mixed with marrow in the grinding wheel grooves. This triggers the realization that the "dream pastries" are made from children.
- Upstairs Horror: The party hears a young girl scream and a boy crying "No, no, no, no!" followed by the sickening sound of a cleaver severing a child's leg. The boy's screams are cut short when the bone cracks completely.
- Failed Negotiations:
- Party offers wolf meat and pelts: Morgantha refuses, calling it "less meat for better meat"
- Aleric attempts to trade a piece of his luck for the boy: Morgantha raises a cleaver and severs the boy's remaining leg in response
- Party offers both children and a piece of Aleric's luck: Morgantha produces documentation (signed by Rahadin) proving the hags operate under Strahd's explicit authority
- Daisy is offered a deal involving the hags entering her dreams and marking her with blessings in exchange for sparing the children: Daisy politely declines
- Final Horror: Morgantha orders Ophelia to wrap the boy's stumps before he bleeds out. The girl (missing both hands) struggles futilely to wrap her brother's wounds. She carries him up the stairs, her feet squelching in blood.
- Mercy Offering: Aleric places a dagger on the second-floor landing as a silent mercy offering. When the girl passes with her brother, she sees the dagger and looks at Aleric with tears in her eyes, but cannot use it due to her missing hands.
- Outcome: No direct combat occurs because guest right prevents open violence. The party is forced to witness ongoing torture and dismemberment. They realize they cannot save the children without breaking their hospitality agreement and likely dying in combat against three hags. The party retreats, traumatized and complicit in their inability to act.
Loot & Rewards
| Item | Who Got It | Notes |
|---|---|---|
| Wolf Pelts | Party | Multiple pelts worth approximately 5 silver per wolf |
| Direwolf Pelt | Party | Worth approximately 7 silver pieces; particularly fine quality |
| Wolf Meat | Party | Multiple portions from slain wolves; usable for supplies or trade |
| Barovian Red Wine | Party | Four glasses served by the hags during negotiation |
| Dream Pastries | Party (refused to fully consume) | Made from children; party ate only crust portions |
| Knowledge of Argynvostholt | Party | Directions to the Keep of the Order of the Silver Dragon to the west; information about Sir Godfreak Willem |
| Knowledge of Western Werewolves | Party | Revenant knight warned that werewolves in the forests to the west have increased their predation on humans |
Memorable Moments
"The suffering adds to the umami of the pie."
— Morgantha, describing her cannibalistic process as a cleaver comes down upstairs
"I would be willing to trade one of the children for your future... A piece of your luck? The boy for a piece of your luck. What say you?"
"One hag is dangerous. Three hags become something else entirely."
"She, her brother, her father, the people of the village... This is what the villagers are doing with their children. They're selling them to these hags."
— Irina, realizing the true horror: the villagers themselves are complicit
"Travel safely and go in peace until we have war."
— Sir Vladimir Horngardt Butch, the revenant knight's blessing
- The Bone Dust Discovery — Daisy's innocent tasting of white powder from the grinding wheel immediately followed by a child's scream; the moment of innocent horror becoming aware horror
- Morgantha's Transformation — The old woman's hideous true form revealed as a six-and-a-half-foot-tall hag with dripping jowls, covered in moss-like fungal growth; the mask of hospitality falling away to reveal absolute predatory nature
- The Boy's Dismemberment — The party hearing bone crack as Morgantha severs the boy's second leg in response to failed negotiation; the sounds of a child being mutilated while the party is powerless
- The Girl's Impossible Task — A child missing both hands attempting to wrap her brother's bleeding stumps; the image of trauma forced to perpetuate itself
- The Mercy Dagger — Aleric's silent offering of a blade, and the girl's response—the tears, the look in her eyes, the inability to use the weapon—becomes the ultimate symbol of the party's helplessness
- The Ethical Impasse — The party's recognition that they cannot sacrifice what the hags demand, and therefore cannot save the children; they must flee and leave the children to their fate
Plot Threads
Threads Opened
- The Night Hags' Authority — Morgantha, Bella, and Ophelia operate under Strahd's explicit legal authority. A document signed by Rahadin grants them permission to operate the Old Bone Grinder. This represents a horrifying connection between the primary villain and one of Barovia's most terrible operations. It also suggests that Strahd is actively using these hags as a tool of control and corruption.
- The Captive Children — Two severely maimed children remain imprisoned at the Old Bone Grinder: a young boy missing both feet and a young girl missing both hands. Their fate remains unknown. They will likely be further mutilated and eventually consumed by the hags.
- The Complicit Village — Irina's realization that the villagers themselves are selling their children to the hags; desperate parents trading their children for food, money, or survival. This reveals that evil in Barovia is not purely external—the land has corrupted the people themselves.
- The Western Threat — The revenant knight warned of werewolves in the forests to the west. "Once they did not trouble those who traveled the roads. Something has changed, however, and now their hunger for human flesh cannot be sated." This suggests an escalation in werewolf activity and potentially more encounters ahead.
- Sir Vladimir and the Order — The revenant knight's mention of Argynvostholt and Sir Godfreak Willem suggests a source of powerful allies. However, the knight himself is bound to the bridge, unable to leave, awaiting an order that may never come. What does the Order know? What can they do?
Threads Advanced
- Party Preparation for Vallaki — The party is now extremely close to reaching the town of Vallaki, though they are traumatized by the windmill's horrors. They carry knowledge of Strahd's systematic exploitation of children and the complicity of the villagers themselves.
- Aleric's Morality — Aleric's initial rage and willingness to fight; his attempt to negotiate; his ultimate decision to place a mercy blade for the children. This demonstrates his capacity for compassion despite his oath to Strahd, though it also highlights his fundamental powerlessness.
- Ria's Knowledge and Restraint — Ria's Arcana check revealed her understanding of hagcraft and the nature of three hags as something fundamentally different from a single hag. Her decision to physically restrain Aleric and prevent him from breaking guest right may have saved their lives, but it also forces the party to confront their own complicity.
- Muriel's Loyalty — The blue-tipped raven has now proven herself an ally, assisting in combat and remaining with the party despite her obvious fear and discomfort in the windmill. She is no longer just a mysterious creature—she is a companion.
Threads Unresolved
- Will the party ever return to rescue or avenge the children at the Old Bone Grinder?
- How can the hags be defeated? What tactics or magic would be required to overcome three night hags operating under Strahd's protection?
- What is the significance of Argynvostholt and the Order of the Silver Dragon? Are they a genuinely powerful force, or are they as trapped and helpless as the revenant knight on the bridge?
- Who is Sir Vladimir Horngardt Butch, truly? How long has he been bound to that bridge? What order gave him, and what order is he actually serving?
- Will the villagers' complicity in the hags' operation become known to the party? How will they react?
- What does "a piece of your luck" actually mean? What would such a bargain cost Aleric, and would it have allowed them to save the children?
PC Highlights
| PC | Highlight |
|---|---|
| Aleric | Showed immediate moral outrage at the discovery; attempted negotiation despite disgust; made multiple offers to save the children; left a mercy weapon knowing it offered no real salvation; demonstrated both courage and ultimately helplessness in the face of systemic evil |
| Daisy | Made the horrifying initial discovery of human bone dust, innocently tasting it before realization; refused the hag's deeply unsettling offer to enter her dreams with clear, firm refusal despite pressure from Morgantha; her refusal was the most direct moral stand any party member took |
| Ria | Recognized the signs of hagcraft through her Arcana check (15); made the critical decision to restrain Aleric and prevent the party from breaking guest right, which likely saved their lives; provided crucial strategic thinking despite her own moral horror |
| Irina | Pointed to the bite marks on her neck as evidence of opposition to Strahd; came to the realization that the villagers themselves are selling their children to the hags, suggesting the corruption of Barovia runs deeper than external threats |