LoB Village of Barovia-PK

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This work includes material taken from the System Reference Document 5.1 (“SRD 5.

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reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
Credits
Arseniy Marth1921
Author: Pyram King
Bernardo Pinho Martin Gales
Maps: DM Andy
Edited by: Jesse Winter (Duo Storytelling) Nija Nikolic Marzipanic
Tokens: Tixu 555222444 MER_L1N
Art: AI-generated by Pyram King
Alasdair Botting Mestre Misto

Campaign Guides Balinaeri Mr. Kroquettos


Campaign & Player Guides Carsten Köhr Nick
Fey Quest
Chad Bounous Niko Tackian
Location Guides Chris Mccullough Noel Lim
#1 Count’s Manor (Alternative to Death House)
Conor Madden Omnic
#2 Village of Barovia
#3 The Crossroads Dean Logan Wood Oskari Kurkela
#4 The Tser Pool Derek Briscoe Phil König
#5 Tser Falls
#6 The Old Windmill Duke Of Vandals Pmurph89
Dungeon Of Terra Psyrek
Garyarm9 Raphael Verdier
Gharrethadekyn Roger Penny
Ghwatson -Roleplay Legends-
Gigawattwarlock Rune Christensen
Ginnoir S41ph3r
Gremoire Sage Huseas
Grise Sagerylander
Guardian3214 Schwobynature
Hellborg Skeletor
Hugo Dominguez Smashskull
Jeffrey Reynolds SMBTD
Jeramie Ritchie Smeeth
Jeremy Ruiz Syx
Joel Bourdon Trouqe
Josh Tuefel
Joshua Brown Vinicius De Souza Rocha
Joyfuldemon01 Whelan
Kateesh Wintersun
Kevin Rutherford Zan
Lionheart Zykes
Lordglotz

1
Table of Contents
Credits....................................................................................... 1
Table of Contents ................................................................... 2
History ..................................................................................... 4
Blood of the Vine Tavern & Inn ............................................ 5
Arik ................................................................................................ 5
Alenka, Mirabel, and Sovia ..................................................... 5
Parriwimple ................................................................................ 5
Ismark Indirovich ..................................................................... 6
Special Event: Dream Pastries ............................................... 6
Mad Mary’s House ................................................................. 7
Rescue Willa ............................................................................... 7
Bildrath’s Mercantile ............................................................. 8
Burgomaster’s Manor ........................................................... 9
Ireena Kolyana ................................................................................. 9
Special Event: Wolf Attack! .................................................. 10
Cemetery ................................................................................ 11
Special Event: Burgomaster Burial ..................................... 12
Strahd’s Demonstration ....................................................... 12
Appendix ................................................................................ 13

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3
History
The village of Barovia is one of the smallest settlements
trapped under the looming shadow of Castle Ravenloft.
Only a short time ago, a group of adventurers convinced
the village to raise arms against the oppressive ruler of
Barovia, Lord Strahd von Zarovich. Village folk, led by the
adventures, stormed Castle Ravenloft, only to meet their
doom.
The adventures went missing, and most are presumed to
be dead. The only known survivor of the revolt was the son
of Father Donavich, who became a vampire after an
encounter with Strahd in Castle Ravenloft and now sleeps
below the church. Father Donavich prays that his son will
overcome this affliction but is at a loss for how to help him.
Meanwhile, the burgomaster was recently cursed by
Strahd and died of fright—Strahd’s punishment of the
burgomaster for allowing the villagers to revolt against
their lord.
The burgomaster’s son, Ismark, feebly spends most of
his time in the tavern drinking. The villagers have little
respect for Ismark and avoid him, fearing that he too may
have been cursed by Strahd.
For the most part, the weary villagers keep to
themselves, although the most fearful seek justice on
those who supported the attack on Castle Ravenloft, taking
the convicted to the gallows just outside the village. By
doing so, they hope doing so will prove their loyalty to
Strahd.
The village population has halved since the village’s
height. The missing village folk either died in the revolt
against Strahd or fled to Vallaki. Now over half the homes
have fallen into a decrepit state.

4
Blood of the Vine Parriwimple
Delivery and Stock Boy
Tavern & Inn at Bildrath’s
Mercantile.

The tavern looks worse for wear. A barkeep stands behind the bar, Sometime during the
cleaning glasses and wiping the counter, and a lone man in noble’s PCs’ visit, an
exceptionally large
clothes sits at a table, drinking wine, and staring off as if deep in
man enters the bar,
dark thoughts.
collects a box from the
At the other table sits three women, whispering among bartender, and leaves.
themselves. Their red scarves suggest they are Vistani and not Parriwimple (male
common village folk. human gladiator) is
friendly and kind but
Arik has the mind of a child.
If the PCs engage with
Tavern Owner and Barkeep him, he speaks about himself in third person:
Arik (CN male human commoner) has four available
rooms that cost 2 sp per night. If the characters ask about “This one’s name is Parriwimple. Parriwimple needs to deliver box
the burgomaster, Arik will tell them the burgomaster has to uncle.”
died. He then points to the burgomaster’s son, Ismark, and
points to the lone man sitting at the table. The box contains adventuring gear delivered by Alenka,
If the characters, ask about the women. Arik says they Mirabel, and Sovia. Parriwimple is delivering it to his uncle
are Vistani, who delivered some wine. They visit once a so the gear can be sold at his uncle’s shop, Bildrath’s
month, to deliver wine. Mercantile.
Parriwimple hesitates if the characters ask to look in the
Alenka, Mirabel, and Sovia closed box. If the characters inspect the box, they will find
the weapons and gear Zintori stole from them in “Session
Vistani forsaken 1: Gates of Barovia.” If the PCs try to take the box from
Characters familiar with the Vistani in Vallaki recognize Parriwimple, he will not give it to them, exclaiming, “It is
the red scarves as symbols of the Vallaki Vistani clan. for his uncle to sell in his shop!”
Additionally, characters who succeed on a DC 12 Insight Parriwimple quickly retreats to his uncle’s shop to
check will note the Vistani are watching Ismark and paying protect the box. Parriwimple does not wish to kill or harm
close attention to the comings and goings in the tavern. the party but will defend himself and the box. He is driven
If the characters approach their table, the three Vistani by fear of what his uncle will do if he does not return with
(N female human spies) share extraordinarily little about the box.
themselves. They will be very suspicious of the characters If Parriwimple is encountered alone and treated kindly,
and demonstrate that the characters are not welcome to he happily shares the following information:
join them or continue to ask questions. If the characters
persist, they may share general Vistani lore in an effort to † Vistani camp near the pool of water outside of the
deflect from their current business. village.
They deliver the wine and other items to the village once † Petra is nice and always gives Parriwimple gifts for
a month and will be leaving in the morning. They have helping him.
recently collected the stolen items from the Zintori † The old lady (Madam Eva) in the tent sees things. She
(Session 1: Gates of Barovia) and sold them to Parriwimple, has magic.
who is taking them to his uncle’s shop to be sold. † Parriwimple hears noises coming from under the
church.
† Parriwimple thinks Ireena is beautiful, like a flower.
† Parriwimple is scared to go out at night. Monsters come
out at night.

5
Ismark Indirovich Special Event: Dream Pastries
Son of the Burgomaster Morgantha the night hag, disguised as an old woman,
occasionally sells dream pastries throughout the village.
Ismark (LG male human
The characters may already know about the sleeping
veteran) is delighted to
effects of dream pastries (see Curse of Strahd chapter 6)
see the party and
when they reach the village of Barovia. To avoid suspicion,
welcomes them to his
Morgantha may avoid the characters and secretly sell pies
table with glasses of
to Arik the Barkeep. When the characters visit the Blood of
wine.
the Vine, Arik might offer them shepherd’s pie and sweet
Ismark lives in the
potato pie with the same effects as dream pastries. When
shadow of his father, as
the characters leave the Blood of the Vine, they will notice
described in Curse of
the pie lady (Morgantha) selling pies to Arik outside. If
Strahd. The village now
they are aware of the dream pastries, it should dawn on the
avoids Ismark, as they
characters that they just ate the hag’s pies!
feel he has been cursed
Morgantha pushes her small cart of pastries by the
like his father.
party. She smiles and nods to the party as she passes, “The
Nonetheless, he demands respect and resents the village
sweet potato pie is especially delightful.” As she passes,
folk who do not show it to him. Unsure how to lead, Ismark
any character who has eaten a pie while at the Blood of the
has been overwhelmed since the death of his father.
Vine must succeed on a DC 16 Constitution saving throw or
If the characters ask about the burgomaster, Ismark
fall into a trance that lasts for 1d4 + 4 hours, during which
shares the following story:
time the creature is incapacitated and has a speed of 0 feet.
Morgantha can also be introduced at Ivlis River Bridge
“Adventurers came to the village and convinced several of the on her way into town or leaving town. See Crossroads
villagers to revolt against Lord Strahd. My father, the burgomaster, Guide.
thought it was not a good idea, but he feared getting in the middle
of the conflict and remained neutral. When the villagers did not
return from Castle Ravenloft, many of the remaining village folk
were upset and demanded the burgomaster explain why he did
not stop them.
“A few days later, my father was cursed. He became weak and
haunted by nightmares. Some believe it was Lord Strahd. Others
believe someone in the village hired a witch or a Vistana from the
camp near the Tser Pool to curse my father.
“My father’s health deteriorated, and he did not leave his room. Captured Child
He died a couple of nights ago during one of his nightmares, a look A character not affected by the dream pastries and with a
of horror frozen on his face. My sister and I are all that is left of our passive Wisdom (Perception) of 18 will hear a muffled
house. None of the villagers will help me with his burial. They fear noise coming from within the cart. Seven-year-old Lucian
reprisal from Lord Strahd. Jarov (LG male human commoner) has been stuffed in a
“If you could come to my home and help me deliver his coffin to sack and is being taken to the Old Bonegrinder windmill.
the church for a proper burial, I would be most grateful. I can pay,
of course.”

If the party agrees, Ismark will invite them to stay at his


manor.

Letter from Strahd


In “Count’s Manor,” the characters may have received a
letter from Strahd, via Rahadin, in the carriage ride to the
village. If the characters give Ismark the letter, he tears it
up after reading it and says the following:

“Strahd is responsible for my father’s death. He is interested in my


sister, Ireena. I will see his end if it is the last thing I do.”

6
Mad Mary’s House
A moaning sob floats through the still, gray streets, coloring your
thoughts with sadness. The sound flows from a dark, two-story
house.

Mad Mary (CN female human commoner) is crying and


misses her two daughters.
If the characters search the house, they find a doll with
the tag, "Is No Fun, Is No Blinsky!” Mary shares that she
purchased the doll from Blinsky, the toymaker in Vallaki,
and that it was a gift for Willa, then passed down to
Gertruda. She asks the characters to find Gertruda, give her
the doll, and tell her that her mother misses her.

Rescue Willa
Willa from the Count’s Crypt (see “Count’s Manor Guide”)
is Mary’s oldest daughter. When Mary learns what befell
Willa, she only becomes more concerned for her youngest
daughter, Gertruda.
If rescued, Willa tells Mary that Gertruda introduced her
to a noblewoman, Lady Karelova. Gertruda was recently
employed as the lady’s servant. She said she would write to
her mother.
While this eases Mad Mary’s worry, both Willa and Mary
are concerned about not having received a letter from
young Gertruda.
Lady Karelova is Anastrasya Karelova, one of Strahd’s
vampire brides. She saw young Gertruda and offered her a
job. Gertruda, enamored by the posh and wealthy-looking
woman, agreed to become her servant and would write to
mother. Gertruda is found in the king’s bedchamber in
Castle Ravenloft (area K42).

7
Bildrath’s Mercantile
A ray of light spills out from behind drawn heavy curtains. A sign
over the door, creaking on its hinges, reads “Bildrath’s Mercantile.”

Bildrath Cantemir (LN male human commoner) does not


have any weapons or armor displayed in his shop, only
low-cost adventuring gear that he sells for double the
price. If anyone inquires about weapons or armor, and if
Bildrath is in a good mood or has enjoyed the company of
his clients, he will take them in the back and show them a
box full of weapons and armor. If asked about them, he will
say the following:

“Ask me no questions, and I will tell no lies. The Vistani sell them to
me, I know better than to ask questions.”

If the characters were robbed of gear in “Session 1: Gates


of Barovia,” they will find their stolen gear in the box
(unless they stopped Parriwimple from delivering the
items).
Bildrath does not want any trouble, and he will happily
sell them back their gear at cost (10 gp for all of it) if a
character succeeds on a DC 12 Intimidation or Persuasion
Check. On an 18 or higher, he will give the gear to them for
free. If a character fails this check, Bildrath will call
Parriwimple to his aid and demand the characters leave his
shop and never return. Parriwimple will escort them out.
Parriwimple will say hello to the characters if they enter
the shop and, if he encountered the party at the Blood of
the Vine, tell his uncle he saw them at the tavern. He is
friendly to the characters but will protect Bildrath (his
uncle) and the shop against anyone wishing to cause
trouble.
If they speak with Parriwimple, he happily reveals
information as described in the “Parriwimple” section.
Bildrath will tell him to shut up and stop talking.

I TEMS FOR S ALE


1 backpack (4 gp) 1 bag of ball bearings (2 gp) 2 bedroll (2 gp each)
3 blanket (10 sp each) 2 bucket (10 cp each) 6 candles (2 cp each)
1 club (2 sp) 2 common clothes (10 sp) 1 fishing tackle (2 gp)
1 dice set (5 sp) 1 hammer (2 gp) 1 jug (4 cp)
1 ladder (2 sp) 1 lamp (10 sp) 1 lock & Key (20 gp)
4 paper (2 sp each) 4 piton (10 cp each) 1 pole (10 cp)
1 pouch (10 sp) 3 rations (10 sp each) 1 shovel (4 gp)
1 signal whistle (10 cp) 1 soap (4 cp) 1 steel mirror (10 gp)
1 small knife (2 gp) 1 tinderbox (10 sp) 13 torch (2 cp each)

8
Burgomaster’s Manor
A weary-looking mansion squats behind a rusting iron fence. The
iron gates are twisted and torn. The right gate lies cast aside, while
the left swings lazily in the wind. The stuttering squeal and clang of
the gate repeat with mindless precision. Weeds choke the grounds
and press with menace upon the house itself, yet against the walls,
the growth has been tramped down to create a path all about the
domain. Heavy claw markings have stripped the once-beautiful
finish of the walls. The windows are barred with planks, each one
marked with stains of evil omen.

When Ismark invites the party back to the burgomaster’s


manor, or if they come of their own accord, this is what
they see upon entering:

The interior of the mansion is well furnished, yet the fixtures show
signs of great wear. Noticeable oddities are the boarded-up
windows and the presence of holy symbols in every room. The
burgomaster is in a side drawing room on the floor—lying in a
simple wooden coffin surrounded by wilting flowers and a faint
odor of decay.

Ireena Kolyana
The characters will meet Ireena Kolyana (see
“Appendix” for Ireena’s stat block) when they enter the
mansion, who asks whether they will help Ismark take the
burgomaster’s body to the church and graveyard for a
proper burial. If the characters ask why the manor
windows are boarded up, Ireena explains that the manor
frequently is attacked by wolves at night.
Characters who search the study notice the following
books: Fanes of Barovia (Ireena’s favorite story) and Lords
of Barovia (a history of Barovian lords)

Roleplaying Ireena
Ireena is a striking woman with auburn hair who has been
bitten twice by Strahd. Her demeanor toward Strahd is
ambivalent, neither hate nor love. Ireena unwittingly is the
vessel of Tatyana’s soul, Strahd’s centuries-long
obsession. Strahd will do anything to protect Ireena in
hopes of winning her love. Strahd is reluctant to charm
her, as he would feel cheated out of an opportunity to
experience true, reciprocated love.
Ireena dresses as a minor noble and carries herself with
proper decorum. Due to the recent attacks on her home,
however, she wears a breastplate underneath her cloak and
fine clothes. She hides a dagger in her fine clothes at all
times as well, and when venturing out, she carries a foil
(rapier).
Living in the shadow of her father and playing second
fiddle to her brother, whom she loves but knows is
incapable as a leader, she strives to make a name for
herself. From a young age, she was always interested in the
art of swordplay, and her father invested in her passion
through fencing lessons.

9
Special Event: Wolf Attack!
When midnight falls on the burgomaster’s manor, wolves
attack.
Strahd desires Ireena, and so he has caused the recent
wolf attacks to convince Ireena to stay with him for her
own protection. Although the primary purpose of the wolf
attack is to scare Ismark and Ireena, Strahd does not fret if
the wolves happen to kill Ismark or others in the house
besides Ireena. The wolves will not attack Ireena.
When the PCs visit the manor, the wolves attack for four
to eight rounds. (Increase or decrease the number of
rounds to match the size of the party). On the final round,
the wolves will hear a howling far off and begin to retreat.
This is Strahd calling off the attack.
At the start of the encounter, roll 1d12 to see which
window breaks open (see map).
Roll 1d4 to determine the number of wolves that enter
through the window.
At the end of each combat round, roll 1d12 to determine
the next window that breaks open. If you roll a number
that corresponds with a window that has already broken
open, no wolves arrive that round.

10
Cemetery
The cemetery can be a place for characters to explore and
learn additional lore about Barovia. The numbers on the
map highlight key locations that provide additional
information on other locations and NPCs.

1. Obelisk to Tatyana. Tatyana loved Sergei, Strahd’s


brother. She fell from the Pillar of Ravenloft, never seen
again, and was presumed dead. A mysterious benefactor
had the obelisk built in her memory. White lilies bloom
at the base of the obelisk every full moon.
2. Crypts of the Knights of the Silver Dragon. Two knights
from the village of Barovia were members of the Order of
the Silver Dragon. Their families are entombed here.
Silver-dragon-like gargoyles watch over the crypts and
will attack anyone who tries to enter.
3. Crypt von Hapsburg. The von Hapsburgs were the ruling
family of Barovia before Strahd took control. Relatives of
the royal line who lived in the village of Barovia are
entombed here.
4. Open Crypts. These crypts have been broken into by
Count Lugosi’s minions, who stole the bodies for his
flesh golem (see “Count’s Manor”).
5. Lugosi Family Crypt. The Lugosi family, a minor noble
family, is buried here (see “Count’s Manor”).
6. Indirovich Family Crypt. Family members of Indirovich
are entombed here.
7. Burgomaster’s Crypt. This is where the burgomaster
burial takes place.

11
Special Event: Strahd’s Demonstration
To demonstrate Strahd’s power to humble the character’s
Burgomaster Burial ego, consider including the following scene:

Ismark pulls out his dagger and, in a screaming rage, charges


As the characters,
toward the gentleman at the gate. When Ismark is halfway there,
Ismark, Ireena, and
Father Donavich (LG the gentleman whispers while raising his hand and ever so slightly
male human acolyte) makes a sign in the air.
perform a ceremony at
the burgomaster Strahd casts phantasmal force on Ismark.
gravesite (area 7), a
black carriage Ismark falls to the ground, dropping the knife, and begins howling
approaches the and rolling around on the ground. He screams out, “Get them off
graveyard gates. The me! Help! Get these spiders off me!” You see no spiders, yet the
characters recognize the pain and terror on Ismark’s face suggest he believes he is being
carriage as the same one swarmed by them.
that brought them to the
The gentlemen calmly states, “Poor boy. He does not seem right
village (see “Count’s
in the head. Perhaps the loss of his father and the overwhelming
Manor”).
responsibility of being the burgomaster has broken his spirit.”
The gentlemen waves his hand again.
Rahadin steps out and holds the door for a regal-looking
Ismark stops yelling and lies on the cold ground, holding his
gentleman who holds a bouquet of white lilies. Rahadin and the
head in pain and breathing heavily.
gentleman approach the gate of the graveyard, and the gentleman
“You should take him back to his manor,” the gentleman says.
hands Rahadin the bouquet but does not enter the graveyard.
“Clearly the evening has been upsetting. Ireena, please consider
Rahadin brings forth the flowers and hands them to Ireena,
my offer. You will be safe at Castle Ravenloft. Rahadin will be at
bows slightly, and states in a soft respectful tone, “My condolences
your disposal and collect you should you change your mind.”
for your loss. Please excuse the interruption, but news has spread
Before the gentleman gets into the carriage, he turns to you and
that your home has been under constant siege by beasts from the
points toward the graveyard.
woods. With this constant threat here in the village, my lord has
“It seems you may have some company.”
become concerned for your safety, and so I am here to escort you
He smiles and enters the carriage, then leans out to regard you.
with my lord back to Castle Ravenloft. The wolves and horrors of
“I am sure we will meet again, under more favorable
the outside world will not threaten you there. I will wait for you at
circumstances. In the meantime, watch your step, Barovia is not a
the carriage.”
safe place.”
Rahadin turns and returns to the gentleman standing at the gate
entrance to the graveyard.
Strahd has cast danse macabre, and five Strahd zombies
Ismark takes the flowers from Ireena and throws them toward
rise from the ground to attack the characters, Ismark, and
Rahadin, yelling, “You are nothing more than a lackey for the evil
Father Donavich. They will not harm Ireena.
that dwells in the castle!” Depending on party level and size, you may wish to
Ismark then aims his attention at the gentleman waiting at the increase the number of Strahd zombies used in this
gate. “You have brought forth this terror! You have caused my encounter.
father’s death! My sister will never follow you into the dark halls of
Ravenloft that loom like a shadow over us. You are not welcome
here!”

After this exchange, the characters should know that the


gentleman at the gate is Lord Strahd.
Strahd remains at the gate and does not pay any mind to
Ismark’s outburst. He simply stares at Ireena, ignoring
everything else.
At this moment, the party may or may not decide how to
engage, if at all, with Lord Strahd. This is the party’s first
engagement with Strahd, and it should be memorable. At
the end of it, the characters should respect and fear Strahd,
as he is too powerful to defeat at their current level.

12
Appendix

Medium Humanoid (Human), Lawful Good


Rapier. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8
Armor Class 15 (breastplate) + 2) piercing damage.
Hit Points 25 (3d10 + 10)
Speed 30 ft. Dagger. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4
+ 2) piercing damage.
STR DEX CON INT WIS CHA Assist and Foil. Ireena has learned how to provide aid to her fellow
11 (+0) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 16 (+3) combatants. A creature of her choice within 15 feet may use a reaction to
make an attack.
Saving Throws Dex +4, Wis +4
Skills Animal Handling +4, Insight +4, Persuasion +5
Senses passive Perception 12 Fancy Footwork. Ireena’s quick thinking and agility allows her to move
Languages Celestial and Common and act quickly. She can take the Dash, Disengage, or Hide action.
Challenge 3 (700 XP)
Proficiency Bonus +2

Parry. Ireena adds 2 to her AC against one melee attack that would hit
Action Surge (Recharges after a Short or Long Rest). Ireena can take one
her. To do so, Ireena must see the attacker and be wielding a melee
additional action on top of her regular action and a possible bonus
weapon.
action.
Disarming Attack (Recharges after a Short or Long Rest). When Ireena
hits with a weapon attack, she adds an extra 1d6 damage to her attack.
The target must succeed a Strength saving throw DC 15. On a failure, the
target drops one item it’s holding of Ireena’s choice.

13
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