Brother Aldric — Quest
Area U: Ruins of Berez, Memory Vault
Status: Unresolved. His spirit is still bound to the iron chair in the side chamber of the Memory Vault. The party took his hands and paid the price without knowing it. He is still there.
Geographic note (as of session 24): The party has visited the Memory Vault twice — session 13 (when the memory thefts happened) and session 15 (when they sheltered there overnight). Both times they left without retrieving the stolen memories or freeing Aldric. They are now inside Castle Ravenloft; Berez is far behind them. The house above the vault is gone, but the vault itself is underground and almost certainly intact. Returning means backtracking significantly — and two of the three memory-theft victims are currently unreachable (Vess unconscious, Logi banished to Ashenwood).
The three stolen memory orbs are still on the shelves. Aldric is still in the chair. The vault's wards are degrading with Morgantha gone.
The Return
The vault is still there. Morgantha is dead or fled. The iron collar binding him is still locked. The orbs containing the stolen memories are still on the shelves — thousands of them, including the three that matter.
Finding the specific orbs is not straightforward. The vault is vast. The orbs react to the people they were taken from — when Vess, Logi, or Myra walk through the hall, the orbs with their memories will warm and brighten toward them. They can feel the pull if they pay attention. They may not know what they're feeling.
Freeing Aldric requires breaking or removing the iron collar. It is old and deliberate work — not a lock, but a binding. A cleric or paladin with relevant knowledge could attempt it. Brute force may damage the spirit. The collar was Morgantha's crafting; with her gone, the binding may be weaker than it was.
If freed, Aldric does not vanish. He remains — amber light, the shape of a person — but no longer confined to the chair. He can move through the vault. He can choose to disperse, if the party asks him about it. He has been here a long time and may not know what he wants to do with the choice.
Returning the Memories
The memory orbs can be handled. They are fragile. They will not break from normal handling but will shatter if dropped or struck. A shattered memory orb releases its contents — not as a coherent experience, but as a flood of fragments that dissipate quickly. The memory is gone.
To restore a stolen memory, the orb must be held by the person it was taken from and deliberately opened — pressed to the temple, the throat, the chest. The experience is immediate and disorienting. What returns is not gentle.
What each return costs:
- Vess: Receiving Nyss back while having spent time without her — having handed the pendant away, having been hollow toward Myra — means facing what she did in Nyss's absence. The memory doesn't arrive in isolation. It arrives alongside the knowledge of the gap.
- Logi: He will hear his grandmother's last words in full. He has heard a fragment: "Don't let them make you afraid of it." The rest has not been decided yet. Decide before this quest resolves.
- Myra: (Updated after sessions 20–22 — she knows she is a werewolf now; the inn night told her.) The orb still holds the original stolen memory. What its return adds is history: that she has been a werewolf since Vess touched her ankle in session 8, and everything her mind recorded about it before Aldric took it. She would learn how long she has been what she is — and who made her so.
The Difficulty
The vault is abandoned but not safe. Morgantha's absence means the wards are degrading — orbs that were stable may have begun to leak. A hall of thousands of slowly failing memory orbs is not a comfortable place to move through carefully.
Aldric himself is a complication. He took memories without consent. He knew what he was doing. He was also fractured, imprisoned for fifty years, and doing the only thing he knew how to do — extracting a price for information. Whether the party holds this against him, and what that means for freeing him, is theirs to decide.