Skip to content. | Skip to navigation

Navigation

Personal tools
You are here: Home / Blog / Session Eight: Blood in Vallaki—The Execution of Valen’eir and the Road West

Session Eight: Blood in Vallaki—The Execution of Valen’eir and the Road West

| filed under: , , , ,
Exiled from Vallaki after Valen’eir’s brutal execution, Radley and Traxidor seek refuge with the last dusk elves, uncovering dark secrets and the path to the Amber Temple.
Session Eight: Blood in Vallaki—The Execution of Valen’eir and the Road West

Death by Izek Strazni

The Blue Water Inn: A Storyteller’s Secrets

After their perilous journey to Vallaki (Session Seven), the adventurers—Valen’eir (Sean, Elf/Wizard), Radley (Chris, Human/Fighter), and Traxidor (Carey, Half-Elf/Cleric)—gathered at The Blue Water Inn, taking respite from the dangers of Barovia.

But safety in Vallaki was an illusion.

Their curiosity led them to a mysterious figure at the inn—Rictavio, a wandering orator who spun elaborate tales. Yet something about him was off. His accent was foreign, his manner evasive. He claimed to be a circus master seeking performers, yet his past troupe had met a grim fate. When Valen’eir pressed him for details, Rictavio parried with clever wordplay, revealing nothing of substance.

And then he was gone—leaving with a bag given to him by Urwin Martikov, the innkeeper.

With little more to uncover, the party turned their attention to Vallaki’s true mystery: the supposed safety of its church.

Saint Andral’s Church: A Sanctuary No More

Unlike the warm hearth of The Blue Water Inn, the Church of Saint Andral was choked in quiet despair. Parishioners huddled in silence. There were no prayers, no hymns—only fear.

Father Lucian Petrovich greeted them, but his face was lined with worry. When he saw that Traxidor was a fellow man of faith, he took him aside. In hushed tones, over shared wine, the priest confessed a terrible truth:

For years, Vallaki had truly been protected—from Strahd, from the undead, from the horrors of Barovia. Not by its festivals. Not by cheer. But by a holy relic.

The bones of Saint Andral, interred beneath the church.

But now they were gone.

Father Lucian suspected Milivoj, a volatile young grave digger, though he had no proof. He had only told one other person of the relic’s power—Yeska, a timid altar boy who now trembled in shame.

With no answers from Yeska, the party went to Milivoj. When confronted in the graveyard, the youth lied.

Valen’eir, growing impatient, stepped on Milivoj’s shovel to trap it in the dirt. The boy lashed out, slamming the handle into Valen’eir’s chest.

Frustrated, Valen’eir escalated.

"I serve Strahd."

The words cut through the air like a blade.

Milivoj’s eyes widened in horror. Then he ran.

The Fatal Chase

As Milivoj fled, he screamed to the townsfolk, "Strahd’s spies are here!"

Valen’eir, unwilling to let him escape, Misty Stepped onto the church’s rooftop. Then, he leaped—intending to tackle the boy mid-sprint.

But the landing went wrong.

Milivoj fell hard.

When Valen’eir stood, Milivoj did not.

Traxidor, arriving moments later, bent down to check him. His face paled.

"His neck is broken. He’s dead."

Gasps and cries erupted from the gathered townsfolk.

Then, a single, anguished wail—Father Lucian’s voice, breaking with grief. He rushed forward and fell to his knees, clutching the lifeless body of the boy.

"What have you done?"

Arrest and Trial in Vallaki

Traxidor, knowing there was no way out of this, surrendered. He walked back into the church and sat quietly in a pew.

But Valen’eir?

Valen’eir resisted.

When Vallaki’s guards arrived to arrest them, he fought back, unleashing Magic Missile. One guard dropped dead on the spot.

The second fled.

Moments later, he returned with reinforcements.

With him was Izek Strazni—a brute of a man with a monstrous, fiendish arm.

This time, the adventurers had no choice but to submit.

Bound in chains, they were dragged into the town square, where Baron Vargas Vallakovich awaited them.

In front of an angry mob, the baron held a public inquisition.

Witnesses spoke of Milivoj’s death. Guards testified to Valen’eir’s use of deadly magic.

Then, Ireena—the woman the adventurers had risked everything to protect—stepped forward. She pleaded for their lives, telling the baron how they had defeated one of Strahd’s minions in Barovia.

But Valen’eir, bound in the stocks, sealed his fate.

"I serve Strahd," he spat.

The crowd recoiled.

The baron’s face twisted in rage.

Radley tried to explain that they had only been seeking the stolen relics of Saint Andral, but the baron dismissed him, ranting that Vallaki’s safety came from joy, not superstition.

Then came the final decree.

"Valen’eir shall die by beheading."

The Beheading of Valen’eir

Izek raised his axe.

At the last moment, Valen’eir cast Shield.

The first strike deflected harmlessly.

The crowd gasped.

But Izek was relentless.

Again and again, the axe fell—until the spell failed.

The blade bit deep.

Valen’eir’s head rolled into the dirt.

Blood sprayed across Radley and Traxidor.

It had been foretold.

On the Old Svalich Road, he had seen himself hanged. At the time, it seemed like a trick of the mist.

But fate had spoken.

The baron turned to Radley and Traxidor.

"Exile them."

Stripped of their weapons, armor, and supplies, they were cast out of Vallaki, into the darkness beyond.

The Last Dusk Elves: A Tragic Confession

Following the Old Svalich Road, Radley and Traxidor stumbled upon a hidden encampment.

Here, they met Kasimir Velikov—a dusk elf elder, the last of his kind.

He invited them into his home, offering them stew and Purple Mash No. 3.

Then he told them a terrible tale.

Once, the dusk elves flourished.

Then came Strahd.

Kasimir’s sister, Patrina, had been betrothed to the vampire lord. To save her, Kasimir had killed her himself.

In retribution, Strahd eradicated the dusk elves.

Every woman and child.

Kasimir bore the guilt forever.

Now, Patrina’s spirit haunted him. In his dreams, she forgave him. She whispered of a place—a dark temple, where ancient secrets might bring her back to life.

The Amber Temple.

But he had never dared go himself.

Falling silent, Kasimir let the weight of his sorrow hang in the air.

Taking their leave, Radley and Traxidor pressed on.

The Whipping Post

Striking up the hill, the adventurers reached the Vistani camp.

Unlike their last visit, the camp was eerily quiet.

Then they heard the screams.

Following the sound, they reached a large pavilion tent. Inside, they found a young man, bound to a tent pole, his back split open by a cracking whip.

Another Vistani delivered lash after lash, while others stood by, watching in silence.

The party had barely survived Vallaki.

Now, they had stepped into another den of blood, secrets, and suffering.

And Barovia’s darkness stretched on ahead.


What is Dungeons & Dragons (D&D)?

Dungeons & Dragons (D&D) is a collaborative tabletop role-playing game (TTRPG) where players take on the roles of unique characters, embarking on adventures in a fantasy world. A Dungeon Master (DM) narrates the story, controlling the world and its inhabitants while players make choices that shape the unfolding tale. Actions are determined by dice rolls, character abilities, and creative storytelling.

What is D&D Beyond?

D&D Beyond is an official online companion for playing D&D, providing digital tools for character creation, rulebooks, campaign management, and virtual dice rolling. It allows players to track stats, spells, and abilities without needing physical character sheets.

What is Discord?

Discord is a voice, video, and text chat platform used by gamers and role-playing communities. Many online D&D campaigns use Discord for voice communication, dice rolls (via bots), and roleplaying, making remote play easy and immersive.

Playing D&D Online with D&D Beyond and Discord

When playing D&D remotely, players typically use D&D Beyond for character tracking and Discord for real-time communication. Some games also use virtual tabletops like Roll20 or FoundryVTT for battle maps and visuals.

What is the Curse of Strahd?

Curse of Strahd is a gothic horror campaign set in the cursed land of Barovia. Players must navigate a world filled with supernatural dangers, political intrigue, and deadly foes, all while avoiding—or confronting—the vampire lord, Strahd von Zarovich.

The Adventurers (PCs)

  • Radley (Human Fighter) – A warrior with a tragic past, seeking redemption.

  • Valen’eir (Elf Wizard) – A cunning spellcaster with a thirst for knowledge.

  • Traxidor (Half-Elf Cleric) – A devoted servant of his deity, wielding divine power.

Major NPCs

  • Strahd von Zarovich – The vampiric ruler of Barovia, manipulative and terrifying.

  • Izek Strazni – A brutal enforcer in Vallaki, possessing a monstrous arm.

  • Baron Vargas Vallakovich – The ruler of Vallaki, obsessed with enforced happiness.

  • Kasimir Velikov – A sorrowful dusk elf, seeking redemption through forbidden magic.

  • Father Lucian Petrovich – A priest of Saint Andral, striving to protect his flock.

  • Rictavio – A traveling orator and performer with secrets of his own.

  • Milivoj – A troubled gravedigger who knew the secret of Saint Andral’s bones.

  • Yeska – A frightened altar boy who may hold the key to Vallaki’s mysteries.

  • Urwin Martikov – The innkeeper of The Blue Water Inn, possibly involved in deeper conflicts.

The Adventure So Far

  • The adventurers entered the cursed land of Barovia and fought their way through Durst Manor, a haunted house filled with dark secrets.

  • They traveled through the Village of Barovia, learning of Strahd’s reign and the cursed land’s despair.

  • After a battle beneath Saint Andral’s Church, they sought sanctuary in Vallaki, only to become entangled in political strife.

  • Valen’eir was executed after a confrontation in Vallaki, and Radley and Traxidor were exiled, left defenseless on the road.

  • They encountered the dusk elves and learned of the Amber Temple, a place of dark power that may hold secrets to their survival.

  • The adventurers discovered the Vistani camp, where a brutal punishment was unfolding, hinting at further mysteries.

Races & Classes in D&D

  • Races: Human, Elf, Dwarf, Half-Orc, Halfling, Tiefling, Dragonborn, Gnome, Half-Elf, etc.

  • Classes: Fighter, Wizard, Cleric, Rogue, Paladin, Barbarian, Ranger, Warlock, Sorcerer, Druid, Monk, Bard, etc.

Common Spells in the Campaign

  • Magic Missile – A precise magical attack.

  • Shield – Creates a temporary barrier against attacks.

  • Misty Step – Teleports the caster short distances.

  • Cure Wounds – Heals injuries.

  • Fireball – Unleashes a devastating explosion of fire.

FAQ

Q: Do I need dice to play D&D online?
A: No, you can use digital dice rollers like D&D Beyond or Discord bots.

Q: How do character deaths work in D&D?
A: If a character dies, they may be revived through magic or replaced with a new character.

Q: Can you play D&D solo?
A: Yes, but the experience is richer with a group and a DM guiding the story.

Q: What is Vallaki?
A: A supposedly safe town in Barovia, but beneath its surface, it hides political tension, paranoia, and dark secrets.

Q: Who is Izek Strazni?
A: The fearsome enforcer of Vallaki, known for his monstrous fiendish arm and violent temperament.

Q: What is the Amber Temple?
A: A forgotten place of powerful magic in Barovia, rumored to hold dark secrets and the power to reshape fate.

Glossary

  • Dungeon Master (DM): The storyteller and referee of a D&D game.

  • Initiative: Determines the order of actions in combat.

  • Long Rest: A period of rest that restores health and abilities.

  • Saving Throw: A roll to resist spells, traps, or other effects.

  • TTRPG: Tabletop role-playing game, played with dice and storytelling.

  • Misty Step: A spell that allows a character to teleport a short distance.

  • Magic Missile: A spell that fires unerring magical bolts at enemies.

  • Stockade: A wooden restraint used to publicly punish prisoners.

  • Strahd’s Spies: A term used in Vallaki to accuse people of colluding with the vampire lord.

  • Vistani: A nomadic group in Barovia, some of whom serve Strahd while others remain independent.

  • Dusk Elves: A near-extinct race in Barovia, once noble, now living in hidden exile.

Verbatim Campaign Journal as Written by Dungeon Master Mr. Sean Scanon

Session Eight - March 8, 2025
Players: Sean D. (Valen’eir - Elf/Wizard), Chris (Radley - Human/Fighter), Carey (Traxidor - Half Elf/Cleric).

The adventure resumes in the tap room of The Blue Water Inn. The party continues to speak with Danika and asks her about the enigmatic patron feigning disinterest in them. Danika tells the party he is an orator of sorts, who has been earning keep at the inn at night by telling elaborate stories. Valen’eir goes to speak with the stranger, and he finds him to be articulate but also reserved. The man eventually introduces himself as Rictavio. Valen’eir making a deft display of twirling his short sword, although whether he is attempting to impress of intimidate Rictavio he remains outwardly unimpressed. When he speaks, Rictavio has a strange accent that is different from that of Barovia. He tells them he comes from the land of Darkon and that he is seeking performers for a circus act. He explains that several members in his previous troupe were killed and the act broke up. Whenever Valen’eir tries to glean more details Rictavio responds unhelpfully by exploiting Valen’eir’s imprecise phrasing or turns his questions back on him. The discussion ends when he tells Valen’eir that he has errands to attend to and excuses himself. Rictavio then collects a bag from Urwin the innkeeper and leaves The Blue Water Inn. Valen’eir then attempts to address the two woodsmen (Szoldar Szoldarvich and Yevgeni Krushkin) and the Wachter brothers Nikolai and Karl, but he is warned away by Danika. Feeling there is nothing further to learn, the party leaves to visit The Church of Saint Andral.

In the church there are a dozen parishioners huddled in the nave. However, there are no signs of active prayer or worship occurring. A young alter boy is sweeping apse and an older robed clergyman speaking with parishioners in turn. Seeing strangers enter, he introduces himself as Father Lucian Petrovich, and he says they are welcome to the church’s sanctuary. He notices that Traxidor is likewise a man of faith, so when he inquires about the church Father Petrovich takes him into his confidence. Leading Traxidor through a robing area into a small rectory he pours them both a small glass of wine. Even in this private area he still speaks in hushed tones. He tells Traxidore that the church has had a miraculous enchantment that made it a true sanctuary from Strahd and the other dark forces of Barovia. However, that was no longer the case. The protection came a holy relic, the very bones of Saint Andral that were interred in the undercroft. Recently, he discovered the crypt was disturbed and the bones were gone. Just prior to that, the boy (Yeska) had been very scared, and Father Petrovich comforted him by telling him the secret of the relic’s power. But the priest insists that Yeska is a good boy, and suspects the grave digger Milijov. But he is a temperamental youth with a propensity for violence. So he has not confronted him directly. But without the bones, the church is as vulnerable as the rest of Villaki. When Traxidor returns to his companions and tells them what has transpired they question Yeska. However, the boy is too shy to even look at the adventurers. His averted eyes and hung head are obvious signs of guilt and shame. Deciding there is nothing to be learned from Yeska the party goes outside to confront Milivoj in the graveyard. He denies knowing anything about the bones, but it is obvious to the party that he is lying. Valen’eir attempts to intimidate him by stepping on his shovel to trap it in the dirt, but Milivoj strikes him \by levering the handle into Valin’ier’s chest. The elf then attempts to threaten him saying he is an agent of Strahd. Feeling he is about to be revealed as a thief, Milijov flees the graveyard yelling that the party are spies of Strahd. Valen’eir pursues and Misty Steps up to the top of the church. He then leaps from the roof and drops onto Milivoj. Despite being stunned from the fall Valen’eir picks himself up, but the boy remains motionless. Townsfolk, aroused by Milivoj yelling, see the incident and a crowd begins to gather nearby. They speak excitedly about Valen’eir’s leaping from the church’s rooftop and Milivoj yelling about spies of Strahd. When Traxidore catches up he checks on Milivoj and realizes his neck is broken. Milivoj is dead. When Father Lucien comes out he sees Milivoj and becomes distraught. Kneeling by the boy’s side he implores the party and bystanders to tell him how this happened.

Traxidor resolves to surrender himself to authorities rather than make an unfortunate situation worst. He goes inside and sits in a pew. However, after a pair of guards arrive the townsfolk tell them the party is inside the church. Entering, the guards arrive and attempt to manacle the party members. Valen’eir resists them and a fight ensues. Eventually one is killed by Valen-eir’s Magic Missile spell and the second guard flees. But he soon returns with reinforcements lead by Izek Strazni. This time the party is placed into custody quietly and are clapped in manacles. Then they’re lead to the town square and restrained in the pillory.

The square is crowded with spectators drawn by the mob that followed the guards from the church. After almost an hour the Baron Vargas Vallakovich arrives at the square. He is a bearded man wearing a silk tunic and a rapier. He leads two large mastiff dogs. Izek silences the crowd that has been jeering at the adventurers. Then the baron begins a public inquiry demanding that witnesses speak. Several townsfolk describe witnessing the pursuit of Milivoj and his subsequent death. Likewise, guards give testimony on how Valen’ier had killed their comrade using magic. Drawn to the square by the commotion, Ireena comes to the party’s defense, telling the Baron how the adventurers destroyed one of Strahd’s minions in the village of Barovia. And although sometimes brash, they had acted bravely bringing her here. However, Valen’eir begins shouting wildly in his stocks, again claiming to be an agent of Strahd. Radley attempts to provide his own testimony, and says they were trying to recover relics that protected the church. This seems in infuriate the baron. He raves at the crowd, shouting that the festivals and the people’s happiness is what makes Villaki save, not superstitions and antiquated beliefs. He orders whoever had been keeping false relics to be brought forward. Father Lucien is shoved into the square by the mob and the baron has him arrested. He then turns to the party and sentences Valen’eir to death by beheading. Without delay Izek hefts his axe and swings at Valen’eir’s exposed neck. Although restrained by the stocks, the elf casts a Shield spell, and the falling axe is deflected. Outraged, Izek begins hacking repeatedly until the spell fails. Then Valen’eir’s head rolls into the square. But Izek makes a mess of the execution and gouts of blood are flung into the air. Pilloried next to him, Traxidor and Radley are splashed by the flying gore. Valen’eir has been executed a day after seeing the phantom of himself hung at the gallows on the Old Svalich Road. At first the vision seemed like a trick, but with Valen’eir’s blood now pooling in the square its revealed as a portent. Afterwards, the Baron banishes Traxidor and Radley from Villaki. The guards then replace Father Lucien inthe pillory when the surviving adventurers are removed.

Exiled from Villaki the Traxidor and Radley are turned out of the west gate without their armor, weapons, or equipment. Without many options, they travel further west on the Old Svalich Road, where they almost immediately come to an encampment located atop a conical hill. Seven old cottages are built around the hill’s base, and a large pavilion tent is set at the peak. The tent is surrounded by vistani vardos. The party speaks with the dusk elf Kasimir Velikov. After some brief introduction and discussion he invites Traxidor and Radley into his house. He gives them some stew and pours them a cup of Purple Mash No. 3. He eventually confides that this small community of dusk elves are all that remain of his people. He explains that Strahd had killed all of the woman and children, and he bares responsibility for the dusk elves suffering. Kasimier’s sister Patrina has once been betrothed to Strahd, but rather than allow her to fall into his clutches he had killed his sister. In retribution Strahd ceased the dusk elves' line. Moreover, he shows the scars on the sides of his head where his ears were, and tells them that Strahd had disfigured him. But now he dreams of his sister, who’s spirit wanders the mists in the Barovian afterlife. In these dreams she confesses her wrong doing and forgives him for killing her. But these are just dreams. When asked, Kasimir tells the party her body was taken by Strahd and interred in Castle Ravenloft. There is a dark place that was once mighty in magic called the Amber Temple high on Mount Ghakis. It might hold some secret to return Patrina to life, but he did not know the secrets of the temple and he has never been there himself. After telling his dark tale he falls into silence. Taking their queue, the party departs his home.

Striking up the hillside, the party approaches the vistani camp. Unlike their previous visit they find the camp quiet except for cries of pain coming from the main pavilion. Reaching the tent’s opening, they see several vistani. A young man is tied to the tent’s central pole, while another whips him savagely with a lash. Several others are standing by observing the affair.

And So, Our Heroes Continue… Or Not.

Well, well, well—what do we have here? Yet another chapter of abject suffering, poor life choices, and absolutely zero regard for self-preservation. Our beloved adventurers have been exiled, bloodied, stripped of their dignity (and more importantly, their gear), and are now wandering into yet another den of mysteries with zero backup. Excellent decision-making all around, folks.

Valen’eir? Oh, you mean that guy? Yeah, he got the ol’ axe-to-the-neck special. A vision come true, or just the inevitable result of playing chicken with a vengeful baron and his axe-wielding enforcer? You decide. Meanwhile, Traxidor and Radley are out here, shoeless, hungry, and probably one bad persuasion check away from being turned into stew.

And what’s next? More dark secrets, morally dubious choices, and probably another painful reminder that this world doesn’t give two copper pieces about their survival. Stay tuned—same Strahd time, same Strahd channel.

🎲 The Road Ahead (and Other Terrible Choices)

Look, folks, let's be honest—this party isn't exactly playing 4D chess here. Radley can't resist questionable pastry products, Sören can't resist a smiting opportunity, and poor Traxidor can't resist the urge to keep both alive long enough to regret their next terrible decision. At this point, Barovia isn't even trying to kill these guys—they're just doing it themselves.

But hey, at least they’re consistent. Consistently bad at decision-making, that is.

So, will Radley overcome his pastry addiction? (Absolutely not.)
Will Sören's Paladin finally snap and start smiting his own teammates? (Probably.)
Will Traxidor ever get a vacation from babysitting two self-destructive adventurers? (Not in this lifetime.)

Tune in next time for another glorious chapter of "How Bad Could It Possibly Get?"

(Spoiler alert: Much, much worse.)

🥧💀⚔️🧙‍♂️🎲

Sneak Peak of Session Nine: The Campaign Characters

📜 Curse of Strahd VA: Current Party Lineup

🍖⚔️ Radley Fullthorn (Chris)

  • Lvl 4 Variant Human Eldritch Knight (Fighter)
  • HP: 28 (because CON is for cowards, apparently).
  • Special skills: Reckless bravery, baby-pie addiction, impulsive spellcasting decisions.
  • Current status: Still craving another bliss-trip pastry, party's ongoing liability, future cautionary tale.

🌟⚖️ Sören Ironwood (Sean)

  • Lvl 4 Aasimar Paladin (Oath of Vengeance)
  • HP: 36 (but currently only 18, because those hags got spicy with lightning bolts).
  • Special skills: Smite first, ask questions never; infinite supply of righteous anger.
  • Current status: Just mugged Radley mid-bite to prevent further moral collapse; probably rethinking oath choice after witnessing Radley's habits.

🌿✨ Traxidor (Carey)

  • Lvl 4 Half-Elf Cleric (Life Domain)
  • HP: 31 (currently down to 13, because again, lightning hags don't play nice).
  • Special skills: Healing everyone’s terrible choices, extreme disappointment management, divine facepalming.
  • Current status: Watching Radley very closely; praying for the strength to keep this party alive.

☠️ In Memoriam

  • Valen’eir (Sean’s original PC): Elf Wizard, executed in Vallaki, because he publicly shouted "I serve Strahd!" (Poor life choice, but bold.)

🎲 Current Group Dynamics:

  • Radley constantly jeopardizes survival by chasing meat pie euphoria.
  • Sören constantly risks survival by chasing down Radley.
  • Traxidor constantly questions survival by continuing to heal both of them.

🧙‍♂️ Dungeon Master's Mood:

  • Quietly cackling behind the screen; patiently awaiting Radley’s inevitable pie-based downfall.

🦇 Strahd’s Perspective:

  • Thoroughly entertained. Considering offering Radley a permanent spot at Castle Ravenloft’s Pie Emporium.