Session 22 — What Grows After

Area: Vallaki — Blue Water Inn → Streets → The Bookshop


Start Situation

Morning after the events of session 21. The Blue Water Inn is quiet. The wolves are gone. The wereravens are present or nearby. Corvin's armor is on the hallway floor where it fell, the pieces settled into each other, fish still visible among them. The Pendant of Nyss is on the floor where Strahd threw it and did not retrieve it. Myra is sitting or standing in the wreckage of a night she remembers completely.

This is a slower session. The fight is done. What remains is the weight of it.


The Inn — First Hour

Myra is herself, physically unharmed except for whatever the party landed on her during the fight, and carrying the full memory of everything she did. She knows she hunted Logi. She knows she enjoyed it. She does not know what she is.

The wereravens will not open that conversation for her. If asked directly, they will not lie. If the party is silent, the Martikov head may eventually say something practical — she needs to know what she is, not for your sake, for hers — but they will not rush it. That is the party's task, not theirs.

Logi's ring and Myra's key: The Heartbound Key went cold the moment the armor fell. Myra will feel it in her pocket — same weight, no warmth. The Ring of Attraction is just a ring. These do not need to be played dramatically. They are simply facts now.

The pendant: It is on the floor. Strahd left with nothing of Corvin's. Vess has no memory of Nyss, which means the object she gave away in session 14 is now on a hallway floor and she may not even register why it matters. If she picks it up, she will feel nothing obvious. She gave the content of that pendant away before Strahd ever held it.

Whether anyone picks up the pendant, and what they do with it, is a player decision.


The Twig

When the armor fell, it fell in the hallway — mid-stride, pieces settling. During the night, while the party slept or sat with what happened, something grew from the floorboards where the collapse landed.

It is a twig. Six inches tall. Pale, almost white, bark still smooth. It has grown through the wood planks without splitting them, the way a plant finds mortar gaps — cleanly, without damage. It was not there when the armor fell. It is there now.

There is no dramatic presentation to this. The party may find it stepping over the armor in the morning, or a weraraven may notice it and say nothing, waiting to see if the party does. It does not glow. It does not hum. It looks like a twig that grew in the wrong place overnight.

What it is: A single casting of the Wish spell, contained in the form of something that had no form left. The soul went back into the armor and Corvin used it to stop. Whatever was left over, whatever completion exceeds the requirements of a death, went somewhere. It went here.

How it works: Breaking the twig releases the spell. Whoever breaks it speaks the wish, deliberately or accidentally. The twig does not announce this. Arcana or similar checks will register it as something significant — not dangerous, not cursed, just dense with something old and final. A character who studies it carefully will sense that it is not a trap. It is more like a gift that does not know who to address itself to.

If the party tries to identify it and succeeds: they learn it contains a Wish. What they do with that information — whether they use it, save it, fight over it, or leave it in the floor — is their decision.

Secret · for the DM

The North Gate Group

While the party was inside the Blue Water Inn, the north gate of Vallaki took wolves. Not a siege — a sustained press through the night, the wolves drawn by the same moon that called Myra. The town guard was overwhelmed within the first hour. What held the gate was a group of travelers who had come to Vallaki from the outside, who had not yet found beds and were still in the street when the wolves arrived.

They held it. They took injuries doing it. By morning they are standing near the north gate or moving through the streets toward the inn — the only lit building in Vallaki when the fight was heaviest — looking for somewhere to sit down.

What the party sees: A small group coming down the main street, visibly damaged, moving with the specific economy of people who have been fighting for hours and are not done metabolizing it. They are not Barovian — or not entirely. They move differently. They are looking for familiar faces and finding none.

What this group is: Travelers who did not intend to be fighters last night and found that Vallaki did not give them a choice. The details of their composition can be shaped by what Yager Blut's player establishes. The group exists as a frame for his introduction.


Yager Blut

He is among the north gate group. Not obviously the leader, but the one the others stand slightly behind when they come to a stop. The name is a Barovian construction, the kind of name this place produces over generations of people who needed to name what they were just to remember it: Yager — a hunter; Blut — blood. He has been both.

He is not Corvin. He should not be played as a replacement for what Corvin was or a mirror of what Lorenzo did before. He is a new weight in the party.

How he enters: The north gate group encounters the party — either at the inn, on the street, or at the gate itself if the party moves in that direction. Introductions happen through practicality. They both survived a wolf attack last night. That is enough to start a conversation in Barovia.

What he carries into the party: To be established by Lorenzo. The DM needs only to make the door available — the north gate, the survivors, the morning, the moment of we held it, now what — and let Lorenzo walk through it.

Secret · for the DM

The Bookshop

Somewhere in Vallaki, there is a bookshop. The sign is old. The stock is the kind that accumulates in places where people stop passing through — navigational texts, devotional pamphlets, practical manuals for professions that no longer exist in Barovia. The owner has been here a long time and has the specific patience of someone who does not expect to sell much.

The shop is not a point of interest the party needs to visit. But it is there, and in a city locked under Strahd's influence, the presence of a bookshop is the presence of something that refused to die.

The wish scroll: It is hidden in the shop, inside the binding of an unremarkable religious text on a middle shelf. The concealment is old — decades, possibly longer. Whoever hid it there was not planning to retrieve it. The scroll is intact. It contains a single casting of the Wish spell, written in a hand that is no longer attached to anyone who could explain it.

The shop owner does not know what is in that book. He has never opened it. He does not know why he has kept it.

How the party finds it: This does not fall into their laps. The bookshop requires either curiosity — they go there because books, because Myra, because someone is looking for something — or a specific lead. A weraraven might mention the shop offhandedly. The town is small enough that locals know it exists. If the party visits and searches broadly, an Arcana or Investigation check eventually lands on the right shelf.

Secret · for the DM

Where the Session Goes

The session has no single track. The aftermath at the inn may consume most of the table's energy. Yager's introduction gives Lorenzo a way back in and the party a new presence to negotiate. The bookshop is a lateral move — something to find if they're looking.

The road to Ravenloft remains. They are expected. Strahd's formal invitation has not expired.

Possible end points:

  • The party leaves Vallaki with Yager and without having discussed the twig yet.
  • Myra has the conversation about her lycanthropy and the session ends on what she does with knowing.
  • Someone breaks the twig. The wish is spoken.
  • They visit the bookshop. The scroll changes what they think they can do when they get to the castle.

Let the table decide. The castle is there. It is not going anywhere.


Secret · for the DM

What Actually Happened

The twig: Myra and Logi were the only ones who worked out what the twig was. They broke it together. Logi spoke the wish: to defeat the fire elemental that threatened his village. The phrasing betrayed him — the wish interpreted his words in a way he never intended, stripping his wildfire entirely and replacing every power he carries with water. Cinder's fate and what this means for their bond is an open question. Logi hates what he lost. It was not a price he agreed to pay; it was a wording he cannot take back.

The scroll: The bookshop was found, and the Wish scroll inside the binding with it. Myra used it to restore her sister Kyra — the soul Strahd had held since Ironwake. Kyra is returned. Myra remains in Vallaki with her and does not travel with the party toward the castle.

The pendant: Myra picked up the Pendant of Nyss from the hallway floor. She carries it, and it stays with her in Vallaki.

Yager Blut: The north gate group reached the inn in the morning. Yager joined the party; practical solidarity after a shared night of wolves was enough.

Both Wishes are spent. The party walks toward Ravenloft without them.