Professional Documents
Culture Documents
1745924-Travelers Welcome v2.1
1745924-Travelers Welcome v2.1
5th Edition
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe,
4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Area D2 – Taxidermy Room / Ulav’s
Realms, the dragon ampersand, Player’s Handbook, Monster
Manual, Dungeon Master’s Guide, D&D Adventurers League, all Bedroom ...................................................... 11
other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and A Good Night’s Rest .............................................. 12
other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under The Wine Cellar ................................................. 13
the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork Area C – The Cellar ..................................... 13
contained herein is prohibited without the express written
permission of Wizards of the Coast. Area C1 – Peter’s Room ............................. 14
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA Area C2 – Kesta’s Room............................. 14
98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Area C3 – Wine Storage ............................. 14
Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex,
UB11 1ET, UK. Area C4 – Pantry ......................................... 15
Contents
Getting Started......................................................... 2
History ...................................................................... 2
Adventure Hooks ..................................................... 3
Important Characters............................................... 3
The Lonely Road ....................................................... 4
Arriving Late ............................................................. 6
The Vistana Woman ............................................ 6
The Yawning Oak Inn ........................................... 7
Area A .............................................................. 8
Area A1 – The Cellar Entrance.................. 10
Area A2 – The Store Room ........................ 10
Area B ............................................................ 10
The Green Barn .................................................. 10
Area D1 – Secret Trapdoor........................ 11
1|P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .
Text printed in gray boxes is intended to be read aloud
Getting Started
to players. These boxes verbally describe the
This adventure has been balanced
environment and activities the players see.
against a group of 3-5 player characters
levels 1-2. Encounter difficulty will vary Any information presented in this
depending on how many characters are in the bullet format constitutes information
group and what levels they are. DMs should that can be acquired from a person.
2|P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .
occasion, moss and grass filled meadows • A beloved family member has been
create a reprieve from the claustrophobic accused of a horrible crime in a nearby
encroachment of dense forests and ominous village. The player is going to investigate and
peaks. clear their loved one’s name.
The Old Svalich Road takes a winding
path, east to west, through Barovia. The road Important Characters
creeps through the dense foliage of the Here are the major characters associated
valleys and clambers over the high Balinok with the module.
range. Merchants, pilgrims, and adventurers
LaDonna Deski. The cook and hostess of
are surprisingly common in the spring and
the. She appears as a middle-aged woman
summer months while the road is clear of
with a penchant for flirting with younger
snow and ice. In late autumn, when the
men. She is married to Krakov Deski and the
ferocious Barovian winter looms, passage
mother of Peter, Kesta, and Ulav.
through parts of the road become near
impossible.
Krakov Deski. The owner and barkeep of
the Yawning Oak Inn. Krakov is a dour
Adventure Hooks
mountain of a man. He dresses mainly in fur
There are many ways that player and leather accoutrements made by his son
characters can be introduced to this Ulav. His general disposition is icy and
storyline. This short module can make for an unlikeable, but he treats LaDonna kindly.
appropriate entrance to the Curse of Strahd
campaign. DMs should feel free to alter and Peter Deski. Peter is the gangly and
change anything within this module to suit disheveled son of Krakov and LaDonna. He is
their existing game needs. in his early 20’s. Peter sports a nasty skin
• There is a need to leave the region before condition causing him great discomfort. He is
dire winter storms make travel impossible. primarily tasked with acting as a janitor and
grounds keeper for the inn. Krakov prefers
• A character was told by an old friend to
that he spend most of his time outside, in the
meet them at the Yawning Oak Inn regarding
barn, or in the wine cellar away from the eyes
some urgent business.
of the customers.
3|P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .
Kesta Deski. The young daughter of The players find themselves traveling by
LaDonna and Krakov. She is in her late teens carriage along the Old Svalich Road. The four-
and of modest attractiveness. Her time is horse carriage is guided by a grizzled
spent assisting her mother and waiting on coachman named Boris.
customers of the inn but she longs to leave Thus far, the ride had been bumpy and
Barovia. uncomfortable. The old road is becoming a
quagmire of mud and slush due to constant
Ulav Deski. Ulav is the hulking Caliban son sleet and snow. Winter is coming to Barovia
of Krakov and LaDonna who lives in a hidden and Boris desperately wants to be clear of the
room under the barn. He remains out of sight ominous mountain passes before it is too late
of any visitors and has a malevolent to do so.
temperament. He ventures out at night to The carriage rolls along. Night has fallen and the sky is
check animal traps and bides his time making nearly dark from foreboding storm clouds masking the
fur clothing which is sold in the inn. glow of the stars and moon.
Boris, the coachman, sings a discordant tune
Boris. The carriage driver bringing the that is barely audible over the sounds of creaking wood
players west along the Old Svalich Road. He is
and stomping horse hooves. Suddenly there is a loud
cordial and adores his team of four roan
CRACK! The carriage abruptly comes to a halt under a
mares; always speaking highly of their
hail of curses from Boris and the whinnying of horses.
breeding and lineage.
One of the wheels of the carriage has
broken after crossing a particularly large rut
Misha. The missing daughter of Zarelda.
in road. Boris busies himself with effecting a
She is also deaf and mute.
repair that will get the carriage moving again.
The repair will take approximately an hour
Zarelda. A Vistani woman who waits near
for Boris to complete alone.
the inn for her daughter, Misha, who has gone
missing. She leery of the inn and its’ Players can attempt a DC 12 Strength check
The broken carriage and warm bodies attract one of the wolves will quickly snatch up the
the attention of a particularly desperate pack food and attempt to escape. The wolves will
of starving wolves after about fifteen fight on viciously until more than half of them
The creatures move in on the players survivors will attempt to flee. If the wolves
from all directions. Characters with a Passive succeed in subduing a player, they will
Perception of 14 or more notice the attempt to drag the body off to consume it.
noticed, the wolves will attack immediately. If the carriage when the encounter begins. He
they remain unnoticed by all the characters, watches over his prized horses and soothes
the wolves will move close then single out a them so they will not flee as the fighting
Characters with a Passive Perception less to the players but will not otherwise get
TERRAIN: RESOLUTION:
The ground is saturated with water Boris thanks the characters for fending
making the road muddy and treacherous. off the wolves and gives them each 5cp for
Likewise, the land off the road is covered in their trouble. He also offers to buy them a
snow and ice. The ground is treated as round of drinks when given the opportunity.
difficult terrain.
X5 Starving Wolves (see bestiary)
5|P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .
The Vistana Woman
If the characters approach the Vistana
woman they see she is clearly distressed. She
gives her name as Zerelda, a fortune teller,
and she tells them of her beloved Misha, a
young girl of 12 years, who vanished while
Arriving Late collecting roots for dinner three nights
After the troubles with the wolves, you find yourselves before.
back on the road in short order. The carriage bumps She lingers near the Yawning Oak Inn
along much as it did before. Soon you are looking at the because it is the only shelter for miles in any
flickering lights of the Yawning Oak Inn. direction. She hopes her daughter will be able
to find her way to the inn if she still lives and
The inn is run-down and ramshackle; a two-storey
meet her mother there. Zerelda refuses to
stack of rotted wood, shingles, and cracked glass
enter the inn herself stating the inn keepers
masquerading as a dwelling. A single Vistani vardos
do not welcome the Vistani.
wagon sits across the road from the inn and a woman
If the characters offer to help find the
sits on the wagon steps. Her breath is visible in the
missing girl, have the players make a DC 15
brisk night air. Behind the inn sits an equally derelict
Charisma (Persuasion) check. Zerelda thanks
green barn.
them profusely for the kind gesture but
assures them she feels her daughter will turn
Boris stops the carriage at a location up at the inn. The Vistana states, “She can
known as the Yawning Oak Inn and almost hear her Misha on the winds.” If any
encourages the characters to have a look character succeeded at the Persuasion check,
around and grab a meal. He tends to his team Zarelda gives the characters a Trinket of
and leads the horses to the shelter of the Fortune, and wishes them well.
barn. He notes that he will be along shortly to Zarelda declines to speak of the Deski
enjoy some ale. family who runs the inn, saying only, “fate
plays out at is should for some.”
6|P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .
Trinket of Fortune wine cellar which is off-limits to customers
Wondrous Item; Common and guests. All the Deski’s, except Ulav who
This small innocuous coin bears strange lives in the barn, have their quarters
inscriptions. Once per week the power of the downstairs in the cellar.
trinket can be invoked to grant advantage on As the characters approach the inn
one attack roll, skill check, or saving throw. read this:
If the owner of the trinket dies in spite of
A green sign with white letters sways above the door
having utilized the trinket within the past
and threshold. The sign reads “Yawning Oak Inn”.
week, the trinket crumbles to dust; it’s magic
There is another sign nailed loosely to the right side of
broken.
the doorway which reads:
The Yawning Oak Inn ~Wine and Vodka available. Price negotiable.
A functional, albeit dilapidated, inn along the VISTANI NOT WELCOME.
Old Svalich Road. The inn is nestled in a small
meadow along with a well, outhouse, and a
small green barn.
The first floor of the inn is warm and well- acknowledges the characters with a curt “hello” and
Several small tables are arranged centrally in LaDonna pours wine and stew for those
the main room. A short bar runs along the characters who ordered some. Kesta serves
eastern wall. The western wall sports a flight the food and drinks while making polite
of wooden steps leading up to the second conversation. Boris interacts with the
floor. characters, Kesta, and LaDonna as well.
The young daughter of the inn keeper,
Having finished putting his prized steeds
Kesta Deski, busies herself sweeping the
up in the barn, Boris lavishes coinage on
floor. When the characters enter the inn,
warm food and ample wine; quickly
Kesta invites them to sit and takes their
becoming drunk. He is kind to Kesta and
orders for food and drink. Read this to the
quickly gains a good rapport with her.
characters upon entering the inn:
Development:
The inn is cozy and warm; a welcome reprieve from the
If the characters have been previously caught
harsh cold clawing you to the bone outside. The air by Peter entering the taxidermy room under
the barn, Peter will enter the inn and busy
carries the wonderful scent of wine and homemade himself helping the women. It is obvious that
stew. Lanterns hang suspended from hooks on the walls he is keeping an eye on the characters.
For her part, LaDonna is cordial and
providing the place with an intimate lighting. A young
polite. She makes small talk but avoids
woman smelling of sweet wild flowers encourages you
discussing the Vistana with the wagon
to take a seat and introduces herself as “Kesta”.
outside. LaDonna believes the Vistani have
As characters settle down at the inn for a caused her and her family enough trouble
hot meal and drinks, LaDonna Deski enters and would rather not get involved with them.
the Area A1 from a door leading down to the If the characters inquire about the
wine cellar. She brings up a fresh pot of stew missing girl, Misha, LaDonna claims to have
and carries a couple bottles of wine under no knowledge of her. The characters can
her arm. make a DC 11 Wisdom (Insight) check to
A middle-aged woman in a well-worn dress trudges up know that LaDonna is not being truthful. If
from the wine cellar carrying wine and a fresh stew the characters call her out on the lie, she
8|P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .
reiterates she does not want to get involved leaves the 1st floor, he is quick to yell at Peter
for hanging around the “guests” and tells him
with the Vistani and refuses to say more.
to go help his brother set more wolf traps.
After the characters have received what
Krakov pays little attention to the
food and drink they have ordered, Kesta
characters. He tells Kesta to fetch Peter and
collects any fees for the food, drink, and stay
instruct him to go help his brother with the
at the inn.
wolf traps. Krakov meets the gaze of the
Development: characters, but says nothing to them (unless
At some point before the characters retire for they’ve been in Ulav’s taxidermy room).
the evening to their rooms, Krakov Deski
makes an appearance. He reminds LaDonna to have a bucket
Krakov Deski dramatically throws open ready in case the drunkard (Boris) decides to
the front door allowing snow and wind to vomit, then trudges off downstairs to the
billow into the dining area before abruptly wine cellar. LaDonna introduces her husband
slamming the door closed. though he has already departed. She asks that
they forgive his rudeness for not staying to
A huge bear of a man with a bushy black beard and fur
talk.
hat plods across the room to speak with LaDonna. His
voice is booming and mood dour. From what you Shortly after Krakov storms through the
overhear, it sounds like wolves have gotten into the inn, LaDonna will begin wrapping up
frozen food stores. business for the evening. Kesta will show the
characters to their rooms.
Krakov tells LaDonna the frozen food
If the characters inquire, Kesta assures
stores were raided by wolves and the meat
them she will ensure Boris is taken care of
supply is running low. He notes that he spoke
after she finishes her chores. For his part,
to Ulav and told him set more traps in the
Boris perks up briefly from his drunken
forest.
stupor to assure the characters he’ll certainly
Development: enjoy being taken care of before laying his
If Peter has told Krakov about the characters
head on the table with a mischievous smirk
snooping in the taxidermy room under the
barn, he turns his attention to the characters across his face. When the characters are
and gives them a stern warning about poking
ready to rest, they will find their rooms
their noses around Ulav’s private things before
trudging over to the wine cellar door (Area upstairs (Area B).
A1) and disappearing downstairs. Before he
9|P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .
Area A1 – The Cellar Entrance Area B
As characters approach the door to the The second floor of the inn contains six
wine cellar, they notice a small sign that says sparse, but comfortable, rooms with straw
“Private Quarters – No Entry”. Another beds. The doors to each room are lockable by
nearby door must be the rear exit of the inn. a simple latch from the inside.
A heavy wooden door, the sturdiest you have seen, bars The Green Barn
your way. A keyhole is visible under the iron door
Area D
handle. A cursory check of the handle determines it is
locked.
10 | P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .
The barn is sparse and a bit drafty; though certainly Area D1 – Secret Trapdoor
better than being out exposed to the elements. An old
The padlocked trapdoor can be unlocked
oil lamp clings to a support beam and the whole place
with a DC 20 Dexterity check using Thieves’
has a persistent smell of mold, hay, and excrement. The
Tools. Ulav Deski keeps the key to the
interior walls are decorated with animal pelts; some
padlock on him at all times.
obvious and some unknown…
A steep descent down flimsy wooden
If the characters choose to search the steps leads from the padlocked trapdoor to a
barn, a DC 15 Wisdom (Perception) check small taxidermy room (D2). The room also
reveals a secret padlocked trap door partially serves as a bedroom for Ulav, evident by a
hidden under animal droppings and hay crude stack of hay and animal hides in the
(Area D1). corner. The taxidermy work on display is
11 | P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .
among discarded animal remains. The note straw and furs of the bed from whence they
reads: came.
“Damn them. Damn all the Vistani and X1 Swarm of Rats (see MM pg. 339)
their cursed mouths. They won’t forgive. TREASURE: None.
It’s not even my fault, but I’m punished just
the same. I’m hungry.” A Good Night’s Rest
The remainder of the note is indecipherable. Some hours into the night, while the
It has been badly burned; likely in an effort to characters are sleeping, ask for a DC 10
destroy the musings. A character can make a Wisdom (Perception) check. Characters have
further DC 15 Wisdom (Insight) check to advantage on the check if they did not
learn the note is likely written by a woman partake of any wine earlier in the evening.
due to the near-imperceptible perfume of A strange heavy *thud* and shuffling sounds echo
wild flowers (Kesta Deski).
through the floor of the old inn. You are aroused from
The arrow shown on the map in Area D2 your slumber and an ominous chill creeps down your
indicates a low passage, no more than two spine.
feet in height (a crawl space). The passage
If the characters venture into the upstairs
leads all the way back to the inn, and stops at
hallway, more muted noises can be heard
the wall of the wine cellar. A small hole in the
downstairs. If the characters check the room
mortar allows a view into Area C2.
Boris was supposed to occupy, they find it
If the characters search near Ulav’s bed, empty; having never been used.
they disturb a vicious swarm of rats that
Venturing downstairs the characters find
immediately attacks.
the inn cloaked in darkness save for a single
Encounter (50xp) candle light burning on the bar top. The place
where Boris had been sitting downstairs is
“Gnashing Teeth” empty. An empty wine bottle and full vomit
TACTICS: bucket sit nearby. Characters can make a DC
The rats rapidly swarm around any 12 Wisdom (Perception) or DC 12
creature near the bed. If they suffer fire Intelligence (Investigation) check to notice a
damage, they immediately retreat into the small splatter of blood on the tabletop. A faint
12 | P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .
blood trail leads towards the door to the If the characters get into a fight with Peter,
wine cellar. LaDonna and Krakov are alerted to the
intruders and prepare themselves for a fight
with the characters in Area C5.
The Wine Cellar
Kesta will not leave her room (Area C2) if
The door to the wine cellar is locked but any conflict breaks out in the cellar. She hides
can be unlocked with a DC 10 Dexterity in her room until all fighting has subsided.
13 | P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .
A stout oak door is directly across the hall “Good. Help me with this…“remarks the male voice.
from the door to Area C2 (Kesta’s room).
You hear heavy chopping sounds faintly rattling a table.
This door leads to Area C6 (LaDonna and
Krakov’s bedroom). This door is locked and Encounter (25xp)
barred from the inside and the room is only
accessible from Area C5. **Optional**
Area C4 is accessed by a door from the “Peter’s Ambush”
hallway where the wine barrels are located.
TACTICS:
It leads to the Deski pantry. The door is
Peter will attempt to attack the least
locked and LaDonna has the key. The door
armored individual he can reach. He screams
can be opened with a Dexterity check DC 12
wildly to sound the alarm for his parents in
using Thieves’ Tools, or broken open with a
Area C5. He fights until dead or
Strength check DC 12.
incapacitated, while his parents prep
Next to the wine barrels is another door themselves to fight in the kitchen.
leading into LaDonna’s kitchen (Area C5).
Area C1 – Peter’s Room
The door is closed; but unlocked. If the
characters have not alerted LaDonna and The personal room of Peter Deski. A small
Krakov to their presence, read the following bag of silver coins is hidden in the straw of
before the door to the kitchen (Area C5) is his bed.
opened: TREASURE: 10sp
“He took her to his room in the barn by way of the The wine selection is limited to a local
forest after the visitors went to bed. Kept her out of Barovian brand. There are several empty
view of the mother” notes the female voice. wine barrels stacked against the walls.
(Investigation) or (Nature) check DC 20 can mallet and drops a handful of seasonings to the floor.
moldy cheese wheel hangs from the rafters next to In the spirit of a true horror tale, the Ravenloft
setting caters to the shocking, terrifying, and
eviscerated and butchered carcass. It looks like a pig, macabre. Upon witnessing the state of Boris, the
though you don’t recall seeing any livestock at the inn acts of the Deski’s, and perhaps the realization they
may have dined with cannibals, characters may
besides horses. become unhinged.
As the Dungeon Master, you may want to ask the
Area C5 – Kitchen characters make a DC10 Wisdom saving throw
If the characters open the door leading versus Madness. Information on Madness can be
found in Chapter 8 of the Dungeon Master’s Guide.
into the kitchen, Krakov and Ladonna freeze Characters failing their Madness saving throw will
momentarily in a state of surprise. If they are suffer a Short-Term Madness effect.
alerted to the characters intruding, they Krakov and LaDonna hold nothing back
stand ready to fight. against the characters. They fight full of rage
Read the following as the characters and to the death. The Vistani curse they
first view what lays beyond the door to the suffer is more torturous to them than finding
pantry/kitchen: peace in the grave. They will not be reasoned
with.
The metallic smell of blood violates your senses. The
pantry-kitchen is laid bare to your disbelieving eyes. A The fight between the characters and the
large stew pot burbles over a small stove and bones lay elder Deski’s rouse Peter if he is not already
defeated. Peter appears at the start of the 2nd
strewn in the corner closest to the pot.
initiative round and acts on initiative count
A large gore encrusted table sits in the middle of
20. He uses a discarded thigh bone to
the room. Boris lay on this table, eyes closed, with a
bludgeon the characters; fighting as insanely
bloody wound on his head. Horrifically, bits and pieces as his parents. As noted before, Kesta will not
15 | P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .
fight and stays in her room waiting out the foreground…his face obscured by damage to
conflict – fleeing if possible after the fighting the painting.
subsides.
If the characters open the heavy wooden
team attempting to flank and kill the TREASURE: x20sp, x1 Diary (see “Diary
characters. They show no mercy and will Attachment” if the characters read the diary)
finish off characters that are unconscious.
Development:
Area C6 – LaDonna and At the conclusion of the fight, Boris
suddenly awakens.
Krakov’s Room Read the following:
The bedroom is unlocked and sparsely The Deski’s are no more. The silence is
decorated. A heavy wooden chest sits against suddenly broken as Boris awakens shrieking.
the wall. The door to the hallway if barred The coachman’s horrific wails resonate in the
with a heavy wooden beam. The chest is enclosed space. His eyes fall to the ruin of his
unlocked. Read this when characters enter body and then dart madly to you. A single
the bedroom. phrase escapes his lips, as tears fill his eyes,
The final room of the cellar is a modest “they’re eating me!”
bedroom for the elder Deski’s. There are few The coachman is in dire trouble. Blood
decorations save for a family portrait on the loss and horrific wounds leave little doubt
wall, a small side table, and a heavy wooden that he will die. The characters can try to
chest against the wall. tend his wounds with a DC 15 Wisdom
The portrait shows a much younger (Medicine) check. Success allows Boris to
Krakov and Ladonna. LaDonna holds two survive 1d6 more minutes and eases his
young children; a boy and a girl. A much suffering; magical healing provides a similar
older boy with twisted features stands in the reprieve.
16 | P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .
If this happens, Boris tells the characters Ulav Deski fights practically. He singles
where he hides his coinage in a secret out wounded characters in an attempt to
compartment on his carriage. He bequeaths finish off those who may be injured from
his roan horses to the characters and begs their fight with his parents and brother.
that the steeds are well kept. The secret Eventually, he will flee to the barn (Area D).
compartment (when/if investigated) Ensure Ulav gets to the barn for his last
contains: stand. Ulav sets fire to the structure
TREASURE: x25cp, 10sp, x1 Bottle of Fine immediately upon entering the barn by
Barovian Wine (2sp value) smashing an oil lamp.
You finally leave the hellish basement and manages to get her gag loose and begins to
return to the ground floor of the inn. You are scream alerting the characters to her
met with a hulking brute of a Caliban presence if they had not found out earlier.
blocking your exit from the building. Kesta Misha is a deaf-mute and cannot vocalize
lay unconscious at his feet and his hateful coherent words, only noise.
17 | P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .
horses to panic. He finishes the battle to the Handling) check and take approximately 30
death in front of the burning barn with Misha minutes.
trapped in his taxidermy room. Zarelda preps her vardos and cautions
RESOLUTION: the characters that the mists are rolling in.
When the characters defeat Ulav and rescue She offers to ensure they can get to a safer
Misha, Zarelda approaches quickly and place if they wish to follow her. If the
takes her daughter up into her arms. Kesta, characters decide to accompany Zarelda’s
now awake, wanders over to the gathering in wagon, the mists engulf the entire group and
a daze and watches the fire consume the old deposit them to a safer location where
green barn. The girl appears haunted and Zarelda thanks them again for saving Misha
lost. and parts ways.
19 | P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .
20 | P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .
The Vistana’s daughter cursed us and fled
Diary Attachment into the winter night. She likely won’t survive.
Day 17
22 | P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .
The Yawning Oak Inn – 2nd Floor
23 | P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .
The Green Barn
24 | P a g e
Not for resale. Permission granted to print or photocopy this document for personal use only .