<< [[CoS Summary 10|Previous Session]] | [[CoS Summary 12|Next Session]] >> # Curse of Strahd: Session 11 ## Daddy Pip Needs a New Wolf Pelt ### Players [[Arbane Elkhorn]] [[Bea Boglak]] [[Destry]] [[Pip]] [[Squan Dron]] ### The Wild West **Bea's Nuts** set out into the cold misty air on the **Ol' Svalich Road**, heading west and accompanied by [[Ireena.png|Ireena Kolyana]], [[Szoldar.png|Szoldar]] and [[Yevgeni.png|Yevgeni]] . They hear the familiar sounds of [[Vistanis.png|Vistani]] music, even in the early morning, taking note of some kind of encampment to the south as the town of [[Vallaki.gif|Vallaki]] fades into the mist behind them. **Arbane** entertains the idea of giving the camp a visit on the way back, but the **Wolf Hunters** make clear that they aren't interested in dealing with those types, so they would have to part ways at that point. They note that it is not easy to enter **Vallaki** after dark. After a couple of hours they come up upon the **Luna River Crossroads**. They can see this river leads into a large body of water to the north, and ahead over the bridge they can see the road forks in several directions. **Yevgeni** informs the party that the **Old Svalich Road** continues on to the west, and the path heading north eventually converges back with the **Svalich Road** as well. Both of these paths lead to the **Wizard of Wines winery**, the **Svalich Road** is a faster route but if **Wolf** hunting is what the party is after, the northern trail follows dense woods where they would surely encounter plenty of the beasts. There's a broken sign at the crossroads, and **Pip** does the good deed of fixing it. ![[River-Ivlis-Bridge.gif]] *Luna River Crossroads* ### Ransacked Caravan A few hours into the journey, the party comes upon a pile of wooden debris of a couple of destroyed wagons. Cautiously they approach and notice a few corpses scattered around the toppled caravan. Scanning the forest there's no apparent threat, **Squan** investigates the corpses, noting one of them is dressed in full plate armor. **Arbane** notes that 2 of the bodies appear to be town guards from **Vallaki**. **Squan** looks in a wagon, and sees 3 sacks, 2 filled with grain, and 1 filled with animal hides. **Pip** tries to point his **Nothic Eye** at a body, but nothing happens. **Arbane** loots a guard and finds 6 gold. On the other side of the carts, they see the lower half of a body. Bea inspects the legs, and wrapped around the waste is a black purse containing **22 gold, 29 silver,** and **78 copper.** **Yevgeni** suggests this was likely the work of a [[Dire Wolf.jpeg|Dire Wolf]] or even a **Werewolf**. They hear howls to the south, as a couple of **Wolves** emerge from the dense woods. The party handles the **Wolves** easily, but a couple of **Dire Wolves** show up to defend the pack. After a decent battle, **Pip** finishes off the final **Wolf** by licking his sword, applying poison damage and shoving it where the sun don't shine. The party ended up killing **7 wolves** and **2 dire wolves.** ![[SvalichWoods.gif]] *The Old Svalich Road* ### Packin' Pelts The party ended up with **7 pelts**, and take a closer look at the wagons. They pick up 3 more bags: one with **textiles** , one has **dried fruit** one has **fish**. Underneath the bags they find a locked briefcase. **Squan** is able to pop the lock with his **thieves' tools**, and inside they find what look like important ledgers and documents. They investigate the **plate armor** on the ground and notice a magical aura about it. **Arbane** spends 10 minutes casting [[Identify]] on the armor, and Bea senses evocation magic about it. They realize this armor has the ability to cast [[Shocking Bolt]]. The group packs up their loot into one of the wagons they fixed up , and continue to head north-west on the trail. **Arbane** returns the **love letter** to **Bea** that he retrieved this morning from [[_resources/CoS/Blinsky.png|Blinsky]], the lonely toy maker. ### The Tower of Lake Baratok ![[Tower.gif]] *The Tower of Lake Baratok* The dense forest road starts to open up and a great lake comes into view north of the road, enclosed by misty woods and rocky bluffs of the cold mountains. Thick fog creeps across the dark, still waters, and the trail branching off of the main path ends at a grass-covered causeway that stretches a hundred yards across the lake to a flat, marshy island with a stone tower on it. The tower is old and decrepit, with collapsing scaffolds clinging to one side where a large gash has split the wall. Timeworn griffon statues, their wings and flanks covered with moss, perch atop buttresses that support the walls. The **Wolf Hunters** explain that the know of no person who has been able to enter the tower due to some kind of lock, and that they would avoid approaching the tower. It is known that a **werewolf** cave is somewhere north of the lake, and crossing the open causeway would be a risky exposure, especially in the daytime. The group agreed to continue west, towards the **Wizard of Wines** winery.