Session 12 — The Bite

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Session At A Glance

Session # 12
Date Played 2026-02-01
In-World Date
Location(s) Old Bone Grinder, Cursed Lake, Stream Bridge, Vallaki, Morning Gate
Anthilz Aleric Shaw
Narua Daisy Brown
J Ria Xolarrin
Previous Session 11
Next Session 13

The party escapes the Old Bone Grinder and journeys toward Vallaki, pursued by mystical ravens. Aleric contracts lycanthropy from a werewolf bite, and the party arrives at a town teeming with refugees turned away by callous guards. Vallaki offers the illusion of safety, but darkness lurks beneath its prosperous facade.


Pre-Session Recap

The party spent the night at the Old Bone Grinder, forced to witness the hags' cannibalistic operations and unable to save the captive children. This morning, they convinced the hags they needed to depart to maximize daylight for travel, and successfully escaped with Irina.


Session Summary

Opening

The party woke at Old Bone Grinder to discover the young captive girl had lost her right arm, further highlighting the horrific reality of the hags' operation. After a brief, tense breakfast exchange with Morgantha, they convinced her they needed to depart early to make maximum use of daylight. The party successfully escaped with Irina, immediately beginning to plot the windmill's destruction—though they recognized their current lack of resources and anti-magic capabilities made direct action impossible.

During the overland journey northward, the party witnessed a progressively unsettling phenomenon: a massive flock of ravens, eventually numbering in the hundreds across two distinct swarms, began tracking them. When the party split to determine which members the ravens were following, the swarms split as well—one following Aleric and Irina, the other following Ria and Daisy. When they swapped positions, the swarms did not change their assignments, confirming they were tracking specific individuals. Notably, Muriel, the blue-tipped raven companion, examined the larger swarms with apparent recognition, then took flight to join them, disappearing into the multitude.

When Aleric quickened his pace to test the swarms, they responded by releasing coordinated droppings in what the party described as "the most comedic dance anyone has ever seen," with ravens cawing and cackling as if laughing. The ravens' intelligence and dark humor left no doubt that Strahd's eyes were watching them.

Middle

The road eventually opened into a grassy field overlooking a large, perfectly still dark lake—its surface reflecting clouds like a "monstrous mirror." Irina froze upon seeing the lake, revealing that it matched a lake from her recurring dreams, though she had never visited it physically before. While observing the lake, Aleric's superior senses allowed him to perceive a dramatic moment: an enormous white and gray elk standing on a rocky spur across the water suddenly transformed into a humanoid figure—a man with long black hair streaked with gray, tattered robes, and eyes that flickered with eldritch power. The figure stared across the mile-distant lake at them, then walked into the misty forest up the mountain slope.

As the party continued through increasingly thick forest near a stream crossing, they encountered a wooden bridge spanning a shallow but fast-moving watercourse. The combat proved significantly more challenging than previous encounters, with multiple werewolves attacking simultaneously from both sides of the crossing.

Aleric contracted lycanthropy after being bitten by one werewolf, failing a Constitution saving throw. The party learned that lycanthropy is both a curse and disease—importantly, it cannot be cured by spells that remove disease, though clerics have other means of addressing curses.

Irina established a Wall of Fire spell that proved crucial, requiring the werewolves to make saving throws and damaging them significantly. She succeeded on multiple concentration checks despite taking damage. Daisy's Warding Bond spell connected her to Aleric, creating a powerful defensive partnership that redistributed damage and boosted his resilience. The bond gave Aleric a "blood rush of energy" and made him "feel great," though it created an unsettling sense of connection.

The raven swarms proved surprisingly effective, with Muriel and hundreds of others actively pecking at werewolves and providing assist actions. Ria used her silvered axe and action surge to deliver high-damage attacks, with smites adding significant burst damage. One werewolf was knocked prone into the water and swept downstream. By the end, all werewolves were either killed or swept away in the current. The party recovered from the encounter, soaked and battered, but victorious. However, Aleric's lycanthropy now hangs over the party as an unresolved threat requiring immediate attention.

Closing

The party's final journey took them to the outskirts of Vallaki, a town nestled on the shores of Lake Zarevich. Rather than entering immediately, they encountered a sprawling refugee camp outside the eastern Morning Gate—more than a dozen ramshackle tents housing dozens of emaciated, hollow-eyed people from the destroyed village of Barovia.

The refugees had arrived "a few weeks ago" but were barred from entering without explanation. When they attempted to breach the gates by force, guards summoned a man named Isaac (bearing a "twisted devil's arm") who conjured fire to drive them back. Every night, swarms of bats and packs of wolves attack the camp, though miraculously no deaths have occurred. Morgantha visits every couple of days and trades her dream pastries; many refugees have become addicted.

Daisy approached an elderly melancholy man by a campfire, who explained the situation and the Baron's refusal to meet with them. A young grieving woman was less sympathetic. When she noticed Irina, she became hostile, blaming Ireena's "cursed red-tinted hair" for the village's suffering and arguing she should have accepted Strahd's proposal. She spat at Ireena's feet and walked away.

Ireena's response was furious and resolute. She vowed publicly: "I vow to everyone here and now that I will make my best efforts to secure entry for the refugees into Vallaki. He may be able to ignore you, but he cannot ignore me."

When the party approached the Morning Gate (also called the Zarevich Gate), the guards demanded entry fees and an inspection. Ireena paid five gold coins as a bribe. The guards then demanded to inspect everyone's coin purses, explaining they were checking for silver coins, as people were "making weapons tips out of the silver." Aleric, recognizing the tactical sense in a land of werewolves, acknowledged the point and earned the guard's respect. The guards confiscated all silver coins from each party member and exchanged them for equivalent amounts of copper.

As the party moved through Vallaki, they observed well-kept houses with smoke pouring from chimneys, faded banners hung from eaves, flickering candlelight behind shuttered windows, and long shadows lurking in alleyways. A scarred man in an alleyway wore fine clothes and stared at the party contemplatively. When Aleric gave him a nod as they passed, "one side of his mouth quirked up in a smile" and his eyes crinkled—though the smile "didn't reach" his eyes.

The party noted the Arasek Stockyard along their route. Ireena, looking at the prosperity of Vallaki compared to her people's suffering, expressed disgust: "To think that my people live the way they do when this town exists as it does. I will have to look into this injustice."

The Blue Water Inn was identified by its distinctive sign depicting a blue waterfall and located toward the center of town. As they approached, Muriel—who had been riding on Ria's shoulder throughout the journey—gave "a sentimental trill," then fluttered away to the roof to rejoin the other ravens. Warm air, food, and good ale poured from the slightly ajar door.


Key Events


Decisions Made

Party Decisions

The party faced moral and practical choices regarding the refugees and resource management.

Decision Choice Made Consequence
Offer help to refugees? Yes; engaged in conversation and showed sympathy Irina made a public vow to secure their entry
Pay the gate bribe? Yes; paid 5 gold coins Party gained entry to Vallaki
Comply with silver confiscation? Yes; allowed guards to convert all silver to copper Party lost strategic resource but earned guard respect through Aleric's pragmatic acknowledgment
Enter the Blue Water Inn? Yes Party found apparent safety and warmth; Muriel departed to rejoin the raven swarms

NPCs Encountered

NPC First Meeting? Outcome
The Elderly Refugee Yes Provided information about the refugee crisis and gate closure
The Grieving Woman Yes Blamed Irina for the village's suffering; spat at her feet
Morning Gate Guard Yes Enforced gate policy; confiscated silver coins; earned respect from Aleric
The Scarred Nobleman Yes Observed the party in an alleyway with knowing intensity; smiled mysteriously

Locations Visited

Location Notes
Road from Old Bone Grinder Site of raven swarm phenomenon; mysterious elk-man sighting
Cursed Lake Dark, mirror-like lake from Irina's dreams; man transformed from elk here
Stream Bridge Site of werewolf combat; Aleric contracted lycanthropy
Vallaki Refugee Camp Dozens of emaciated refugees camped outside the Morning Gate
Morning Gate Eastern entrance to Vallaki; guarded by silver-hunting guards
Vallaki Streets Observations of prosperity contrasting with refugee suffering
Blue Water Inn Warm tavern in the center of town; apparent refuge for the party

Combat & Encounters

Combat Breakdown — Werewolf Bridge Combat

Phase 1: Encounter Setup and Environmental Awareness

Phase 2: Opening Assault and Spell Establishment

Phase 3: Defensive Partnership and Damage Redistribution

Phase 4: The Werewolf Bite and Lycanthropy Contraction

Phase 5: Raven Swarm Assistance

Phase 6: High-Damage Output and Tactical Positioning

Phase 7: Final Elimination

Phase 8: Recovery and Resolution

Outcome: Party victorious with no lasting consequences; all werewolves killed or swept downstream; Aleric briefly contracted lycanthropy but was immediately cured by the Wolfsbane Retreat potion; Irina's Wall of Fire proved crucial; Daisy's Warding Bond and healing kept Aleric functional; raven swarms provided unexpected tactical support; the bridge's confined nature limited werewolf tactical options despite their numerical advantage.


Loot & Rewards

Item Who Got It Notes
Silver Coins (Confiscated) Vallaki Guards Converted to copper at 1:1 ratio; strategic resource lost
Knowledge of Isaac Party A mysterious figure with a "twisted devil's arm" enforces gate closure
Information on Arasek Stockyard Party Location for acquiring horses in Vallaki

Memorable Moments

"I vow to everyone here and now that I will make my best efforts to secure entry for the refugees into Vallaki. He may be able to ignore you, but he cannot ignore me."

Irina, making a public vow to the refugee camp


Plot Threads

Threads Opened

Threads Resolved

Threads Advanced

Threads Unresolved


PC Highlights

PC Highlight
Aleric Pragmatic acknowledgment of werewolf threat earned guard respect; bore the cost of werewolf bite and contracted lycanthropy
Daisy Showed genuine compassion toward refugees; engaged in meaningful conversation; provided crucial Warding Bond support in combat
Ria Strategic combat awareness; delivered high-damage attacks with silvered axe; observed the raven phenomenon

GM Notes

GM Only

What Worked

  • The raven phenomenon built pervasive dread and established Strahd's all-seeing presence
  • The refugee camp provided stark moral and social contrast to Vallaki's prosperity
  • The werewolf combat was mechanically challenging and consequential; Aleric's lycanthropy creates a ticking time bomb
  • The mysterious elk-man planted intrigue and raised questions about other forces in Barovia
  • The scarred nobleman's appearance suggested future encounters and hidden power structures within Vallaki

Foreshadowing Planted

  • Aleric's lycanthropy will become a major plot point; transformation cycles may begin affecting his mental state
  • The mysterious elk-man may be connected to the druidic or shapeshifter elements of Barovia
  • Isaac and the Baron's refugee policy suggest darker forces controlling Vallaki's leadership
  • The scarred nobleman is clearly a figure of significance; his knowing smile suggests future confrontation
  • Silver confiscation eliminates a strategic resource; the party must find other solutions for werewolf combat

Next Session Setup

The party will enter the Blue Water Inn and encounter Rictavio, a charismatic bard who may be Rudolf van Richten or directly connected to him. Supernatural revelations about Ireena's condition will unfold. The investigation into stolen church relics will begin. The contrast between Vallaki's apparent safety and its actual dangers will become increasingly apparent.