VIBI-02

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### Summary

Hecktor talks to a reluctant Pip about who will help them on their quest to slay the devil Strahd. Assassins are thwarted, travellers met and important supplies are purchased that mostly consist of strawberries.

### Intro

> *“Though you see no water for miles around you are like me nonetheless marooned. We are castaways in this terrible bad dream somebody decided to name ‘Barovia’. To switch up the metaphor, we are imprisoned, and the fog is the bars of our cell, and our jailor is Baron von Strahd. As far as I know there is no way to escape other than, possibly, by dying. Maybe by being eaten by a wolf let’s say!”*
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### Recap

The episode picks up where the previous episode left off, with Ser Hecktor the Beautiful inside a Vistani wagon consulting with a Seer.

The mist inside Madam Eva’s crystal ball coalesces into the vague outlines of a figure depicted from the waist up, clearly wearing armour, with horns.

“I see a woman blue of skin, horns, she has travelled far and has acquired moneys1. These moneys will fund your army. You already have an army. You need Generals.” “And a way out.” adds Hecktor.

The figure fades away, replaced by many figures standing like silhouetted shapes. Their figures meld together. There are several.

As predicted earlier by Pip, Madam Eva produces a set of Tarokka cards and proceeds to shuffle and cut them, sometimes with Hecktor’s input, before finally laying out several cards between them; she overturns the first card slowly.

The image clearly moves, depicting a large humanoid figure with a massive backpack and a bindle, walking down a lonely road. The card is “The Traveller.”

“A stranger to a strange land, The Traveller is always moving, but never at their destination, for their path is long and has many detours. I see the Traveller roaming a forest, lost, but unworried.”

One of the figures in the crystal ball becomes more solid, depicting a tall person, but without much clearer detail.

The second card is “Huntress” and depicts a woman’s eyes stalking through a forest, a glint, and the flash of an arrow as it flies toward the viewer. “Huntress is dogged. They see their target and fly towards it like an arrow. But every time an arrow lands it becomes more and more damaged. It is important that the Huntress fly true, lest their time run out. I see the Huntress stalking a pack of wolves. They are not her prey, but she hunts them all the same.”

Another figure in the crystal ball coalesces into a medium height figure with long wavy hair.

A third card depicts two people in a tavern, two mugs slamming together, both jovially and aggressively. This card is titled “The Drinking Companions” “One might assuming the Drinking Companions are friends. But this is not always the case. Drink can warp the mind, turn thoughts away from reason, and towards aggression. While these two may be inseparable, they may not like it. I see they are laid out on a table. Something is wrong. A ritual. Something is very wrong.”

Two figures so close together they seem to be one person with two heads in an amorphous amalgam forms inside the crystal ball.

A fourth card says “The Assassin” which is otherwise blank. “A dangerous card; beware The Assassin’s blade. For it brings more than death. A well-placed blade can topple nations. But beneath those robes though stands a man, mortal as any other.”

Another figure in the crystal ball has an outline that becomes more solid. The other figures remain unclear.

Madam Eva leans back, drained of colour and tired, and promises that if she and Hecktor meet again she will give him another vision, but until then he must leave. Hecktor takes the cards that have been read for him.

Jackson Baly (the Vistana) greets him as Hecktor exits Madam Eva’s wagon, explaining that what he saw is for him alone. Hecktor asks if any of them are merchants with goods to sell, as he is looking for equipment.

These Vistani carry mostly trade goods; no armour and only simple melee weapons.

The following are available: a club, or a great club, a dagger, a handaxe, a javelin, a light hammer, a mace, a quarterstaff, a sickle, and a spear.

There is a wooden shield, which appears to be made out of a door with a handle attached to it, and it has clearly already been used in combat, and slightly splintered.

For the block of incense and 5 gold coins they trade a shield and a club.

Jackson obligingly offers to give Hecktor a single punnet of strawberries in exchange for a future trade.

Hecktor scopes out the rest of the Vistani for someone who looks like they might look like the Assassin or others who may match the description on the other cards.

Meanwhile, back at Pip’s shack (Jackson Baly gets a Good Boy card for getting the eggs) Pop the chicken continues to squawk.

There’s a pause in Pop’s cawing, and Pip is attacked, tackled from the side as a robed figure slams into him and works a dagger towards his neck.

A hot breathy voice murmurs “Please, we can be civilised about this.” Pip protests: “*You* attacked *me*!” The figure replies “No need for specifics or semantics. I wish only to understand where I am. Are you a wizard?” “I’m in my long johns.” Pip wonders how this has happened twice in one day. “Get off me and perhaps we’ll have a civil conversation.”

The attacker is a Tiefling with a hooded cloak, dressed as a stereotypical assassin/thief. Most of his stealth relies upon not being seen. He stands up, looks Pip in the face and clarifies that Pip hasn’t conjured him there. It becomes apparently that Pop was attempting to warn Pip about the attacker. The figure declares that Pip does not, in fact, look like a wizard, but excuses himself. “You understand it’s disorientating.”

Pip looks up at the castle, then the mist, then starts his spiel. “Though you see no water for miles around you are no less marooned…” finishing with “You’re in Barovia.”

The figure pockets his dagger and begins to calm down. Pip can see that he acknowledges his attack against him was unjustified, but came from a place of pure white hot aggression, which now goes “back in the box.” Somewhat at a loss, Pip continues, “Barovia, that’s where we are, there’s some soup left.” The figure dismisses the offer. Curious, Pip inquires if he can do radiant damage.

At this point Hecktor approaches, and recognises Pirrin, last seen at Fairburn Point. Pirrin was part of a group of officially state sanctioned assassins who had helped Hecktor previously. Pleasantly surprised, Hecktor asks if Pirrin received his messages, including the news that his companion had died. Pirrin protests that it is impossible for him to have left correspondence, as he last saw him approximately three hours ago. Pip explains that time doesn’t work in expected ways in Barovia, and refers back to his standard spiel, then explains that he and Hecktor have “something to do” as a means of getting rid of the unwanted newcomer.

Hecktor explains that the seer (Madam Eva) predicted an Assassin would arrive, and declares that this must be Pirrin.

An argument ensues over the relative merits of being a visible or invisible assassin, and when pressed for the source of his knowledge on the matter, Pip insists that he is merely a chicken farmer, and nothing more.

Pirrin assumes that the solution to their problem is to go directly to Castle Ravenloft. Pip discourages this, and Pirrin disparages Pip’s expertise. Hecktor defends Pip’s usefulness both in battle and – by pointing out that the (one) chicken he has is still alive in such a hostile environment – his effectiveness as a chicken farmer. Pip immediately waxes poetic about how good it would be if Pop the chicken were to die, which distresses Hecktor. “I’m in your corner. What are you doing?”

Hecktor proceeds to explain about his encounter with Madam Eva. Pirrin challenges Hecktor on whether he believes the Seer. Hecktor confesses it’s all he has to go on.

Pirrin asks if there’s more he needs to know about in order to kill Strahd von Zarovich.

Hecktor relates the story of the wizard and army who confronted Strahd approximately a year prior (local time). Pip confirms this (Jackson gets a Good Boy card) but dismisses the story as not worth talking about, before explaining more about Strahd’s power.

Pirrin confirms with them that Strahd is evil and announces he will ally himself with Hecktor. “You’re a Paladin right? You’re like an assassin but for evil people; I’m an assassin, but for everyone!” Hecktor reluctantly agrees. Pirrin confides that though he resents going about the “long around about way” of achieving their goal, he puts a lot of stock in prophecies. Pip’s expression conveys that he does *not* share this confidence.

Hecktor shows the pair the rest of the cards he was given.

Sarcastically Pip responds, “Would you look at that, Pop, we’ve got two Chosen Ones! How lucky could we be. Two Chosen Ones who have entered Barovia with nothing, no idea what they’re doing, and they think they can do something which, if it could be done, surely by this point…” Hecktor reluctantly agrees. Pip reminds him that they have a much smaller issue: the werewolves. Pirrin, though confused, agrees to help with this mission. Pip is momentarily elated to now have two helpers, but then holds up Emanuel deMonster and points out that they need silver to kill werewolves, which they do not have. Pirrin shows that he has a silver dagger, then pockets it, clearly unwilling to share it.

The Vistani might have silver, but Pip is not willing to deal with them and doesn’t suggest doing so. He does however share that healing magic also damages werewolves, providing they are transformed or, according to Emanuel deMonster:

> “The theory holds that if they are in a transmogrified state then the magic contained within the god’s own healing will attempt to heal them back to their state of origin.”
> -Emanuel deMonster on Lycans
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Distractedly, Hecktor announces that (despite it being just about noon at this point) he could use a rest, then suddenly remembers the strawberries he acquired, and offers them to Pip. Slightly overcome, Pip offers a reluctant apology and accepts the strawberries, then immediately offers to share them, further offering to allow Hecktor and Pirrin to rest at his shack.

When Pirrin asks about the nearest town and whether they could shelter there, Pip answers “Krezk,” prompting a confused response from Hecktor. Attempting to cover his indiscretion, Pip explains that while Krezk is the nearest town, Vallaki is the larger and better equipped of the two. Hecktor intuits that this difference is not the reason Pip avoided mentioning Krezk earlier, and allows a meaningful pause to occur while eating a strawberry. Pirrin does not notice the awkwardness, and suggests they simply make their way to Krezk as he would rather be within walls after dark. Pip awkwardly confirms that Krezk has walls, and Pirrin, (now rolling a better Insight check) looks suspicious and asks if there is a reason they might not be allowed into Krezk.

Pip explains the people of Krezk are picky about who they allow inside, declaring “No riff raff.” Hecktor pointedly suggests again that they might proceed to request entry, and Pip firmly states that the two of them may do so, but he will remain at his shack.

A quick check of Pirrin’s supplies shows that he carries a rapier, several daggers and throwing knives, a shortbow, and an apparently fully equipped adventurer’s pack.

Hecktor explains he was robbed by a Druid and he no longer has any gold. Pirrin unsympathetically comments “how sad” and Pip reluctantly offers Hecktor a gold in exchange for the strawberries.

While planning how to proceed, Pip suggests that it would be ideal if Hecktor and Pirrin can obtain either silver or wolfsbane (a plant which grows in Barovia, typically in forests, and later confirmed to mainly grow around the places where werewolves reside). Pip declares that while Hecktor and Pirrin try to gain access to Krezk he will look for wolfsbane.

Planning to disappear the moment they come into view of Krezk, Pip accompanies the other two on the path to the town. By this point it is painfully obvious Pip doesn’t want to be seen. Pirrin doesn’t find this particularly strange. Hecktor wonders if someone is hunting Pip. Pirrin agrees, stating “I would highly doubt if there wasn’t someone out there who wanted him dead.”

Pirrin and Hecktor approach the gates of Krezk, which lies behind a sturdy stone wall. There is a giant hill on the Eastern side of Krezk upon which there is a walled compound and an abbey within this. As they approach they see:

> *“Two square towers with peaked roofs flank a stone archway into which is set a pair of twelve-foot-tall, ironbound wooden doors. Carved into the arch above the doors is a name: Krezk.*
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> *The walls that extend from the gatehouse are twenty feet high. Atop the parapet you see four figures wearing fur hats and clutching spears. They watch you nervously.”*
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> -Curse of Strahd sourcebook, Chapter 8
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Hecktor waves and introduces himself to the guards and requests passage into the settlement. After a brief exchange the guards declare that they need to consult with the Burgomaster. They come back fifteen minutes later with a large, balding, moustachioed figure dressed in expensive looking heavy fur lined clothing. He introduces himself as Burgomaster Dmitri Krezkov. Krezkov explains that it will not be possible to allow Hecktor and Pirrin entry into Krezk. When Hecktor asks if there’s anything that can be done to gain passage, Krezkov declares that if they slay the den of werewolves north of Krezk and bring proof they will be allowed in; without this it is too dangerous to allow strangers entry.

Hecktor asks if they have any silver, wolfsbane, or anything else they might use to accomplish this task, but is rebuffed. Apart from some clothes, Krezkov explains “I will not spare anything that I do not think will not come back.” They lower clothes down in a bucket. Krezkov wishes them luck, and offers to get future adventurers to bury their bodies if they do not come back.

As they depart, Pirrin offers to sneak into Krezk, in order to search for silver or other useful supplies. Hecktor points out that this might not look good when they come back, but agrees that this will ultimately be useful if he can be discreet. Pirrin agrees to meet them tomorrow at Pip’s shack.

Hecktor suddenly finds himself surrounded by five shadowy figures with crossbows drawn. One calls out “Identify yourself,” and Hecktor weakly introduces himself and apologetically informs them that if they want to rob him, he has already been robbed. One of the figures approaches and insists that Hecktor not resist, then presses a small silver dagger to Hecktor’s skin, confirming he is not a werewolf, allowing the others to lower their weapons. They explain that they are guards from Krezk. When Hecktor confirms that he intends to hunt the werewolves, the guards make a reverent sign (bringing index finger and thumb to their lips and point toward the sky) and as they part ways impart “May the Morning Lord watch over you.”

During this time, Pip has advanced slightly, going into the woods to look for wolfsbane, but finding none. He meets up with Hecktor, and is unsurprised to learn that they were not able to gain entry into Krezk. Hecktor explains Pirrin’s plan.

Hecktor helps Pip look for Wolfsbane. (Joel Zammit gets a Good Boy card for being optimistic and gives advantage to Pip’s roll.) They find three doses of Wolfsbane. (Good for 15 pieces of ammunition.)

As darkness falls, they make their way back towards Pip’s cabin. They both spot six ravens circling in the air; Pip doesn’t think anything strange is going on, but Hecktor notices the strangeness of their presence. They assume they’re on some unknown business.

Standing at the edge of a clearing there is a large Orc with a long staff resting on one shoulder, and a large backpack resting on the ground beside him, as he stares up at the ravens. He is barefoot but with clearly travel hardened feet.

Taking to the prophecy like a duck to water, Hecktor assesses this person as potentially being the Traveller from Madam Eva’s prophecy, and greets him.

The Orc turns to face them; he has two giant tusks jutting out of his lower jaw, which he talks through. He returns their greetings, and when Hecktor introduces himself the Orc introduces himself as “Agoragash the Mighty” (later and more consistently A’Gogash). He declares that he is far from his home and has been for a long time, then inquires after the name of their current land, apparently familiar with finding himself in parts unknown and unexpected.

Wondering in frustration how many times this kind of encounter can occur in a single day, Pip sits on the ground and leans against a tree.

Hecktor notices that as A’Gogash moves, the air kind of moves about his feet and flattens in a radius beyond his own footsteps, perhaps indicating a kind of magic field surrounding him. A’Gogash recognises that Hecktor is a holy man, though he doesn’t recognise the name Candor. He declares that his homeland “has a name in my tongue, but translated it just means ‘home.’”

Hecktor talks about Nomes and Pennia. A’Gogash has some familiarity with these deities, and (somewhat condescendingly) indicates that these are “fine gods for an Aasimar to worship.”

Hecktor mentions that A’Gogash has noticed the birds in the sky and points them out. The Orc indicates that he has never seen such creatures before, and asks after their name. Somewhat impatiently Pip declares “they’re just ravens” and A’Gogash (it’s unclear if he’s joking or not) asks if they are ravens who are Just. Pip attempts to clarify, then resigns himself to this conclusion. A’Gogash understands that he is being mocked and seems genuinely shocked that people such as this would mock him. He has an unwavering air of superiority. Pip insists that they hurry back to the shack.

Hecktor warns A’Gogash about the werewolves. A’Gogash declares that he doesn’t fear werewolves but sees the prudence in joining a greater party. Hecktor seems eager to say yes to him joining them; Pip is more reluctant. Seeing this, Hecktor asks if A’Gogash has ever fought were creatures, to which he answers yes. Not werewolves but other were creatures, particularly were-Roc’s. A’Gogash is curious to test himself against lupine were’s.

Dripping with sarcasm, Pip says “I’m sure you’re more than capable of fighting whatever Barovia throws at you BUT it would probably behove you to be out of the woods when the sun sets.”

The Orc replies “No need to be rude, lead on.” And so the party proceeds back to Pip’s shack.