aliases: [Vallaki, The Town of Vallaki]
The Town of Vallaki (N)
The Old Svalich Road meanders into a valley watched over by dark, brooding mountains to the north and south. The woods recede, revealing a sullen mountain burg surrounded by a wooden palisade. Thick fog presses up against this wall, as though looking for a way inside, hoping to catch the town aslumber.
The dirt road ends at a set of sturdy iron gates with a pair of shadowy figures standing behind them. Planted in the ground and flanking the road outside the gates are a half-dozen pikes with wolves' heads impaled on them.
When approaching:
One of the figures just inside the gate, yells out "Who goes there?"
Guard names: Valentin Ulrich and Alana Ivanova
A 15-foot-high wall encloses the town, its vertical logs held together with thick ropes and mortar. The top of each log has been sharpened to a point. Wooden scaffolding hugs the inside of the palisade twelve feet off the ground, enabling guards to peer over the wall there
Three tall gates made of iron bars lead into town:
Heavy iron chains with iron padlocks keep the gates shut at night
Two town wall guards stand just inside each gate
If trouble breaks out at one of the gates, the guards there cry out, "To arms!"
Before opening the gates:
The Laws of Vallaki:
Once inside, the mention of the name "Strahd" is strictly illegal, even in written form. Know that even now as I say the name, it is the last time you will hear it within the gates. Instead, if you must refer to the aforementioned individual, you will refer to him simply as, "The Devil."
This noble town holds a festival each week in honor of the resident's general merriment and continued support of the Burgomaster, Baron Vargas Vallakovich. As guests of Vallaki, you will not be required to aid in the preparation for our festivals. However, your attendance and participation in each and every festival is absolutely mandatory for the length of your stay. Failure to attend will be in strict opposition to Vallakian law. The next great Vallakian festival, the Festival of the Blazing Sun, will be held in three days time in the town square.
Failure to comply with any Vallakian law will mark you as criminals to our city and you will be punished as such in accordance to our justice system. If you have any questions, now is the time to ask them.
Weapons Registry
Inside
After all this, they let the party in
This town is absolutely bustling. The streets are teeming with people, far more than you remember seeing in the empty streets of Barovia Village. And some of them even seem to be... smiling. This place almost strikes you as normal. At least compared to the places you've seen thus far in this godforsaken realm.
The players will probably head west through town from the eastern gate
d20 | Occupant |
---|---|
1-3 | None |
4-5 | 2d4 Swarm of Rats |
6-18 | Vallakian townsfolk |
19-20 | Vallakian Cultist |
This slouching, centuries-old stone church has a bulging steeple in the back and walls lined with cracked, stained glass windows depicting pious saints. A fence of wrought iron encloses a garden of gravestones next to the church. A thin mist creeps among the graves.
This church is dedicated to the Morninglord and named after St. Andral, whose bones once rested under the altar (see the "Bones of St. Andral" section).
Father Lucian Petrovich oversees the church and does his best to raise spirits. Assisting him is an orphan and altar boy named Yeska. A brawny lad with a perpetually furrowed brow named Milivoj (see below) tends the grounds and digs graves.
At night, the church is packed with 2d6+6 frightened Vallakian adults (LG male and female human commoners) and 2d6 equally terrified Vallakian children (LG male and female human noncombatants). Father Lucian offers his nightly congregation his prayers and the promise of St. Andral's protection. Among Father Lucian's nightly flock is a sad old woman named Willemina Rikalova. Her son, the shoemaker Udo Lukovich, has been imprisoned for speaking out against the burgomaster (see area N3m). She prays that her son will be set free.
Until recently, the church was protected from Strahd's depredations by the bones of St. Andral, which were sealed in a crypt beneath the church's main altar. But now the church is at risk because someone broke into the crypt a few nights ago and stole the bones. Until recently, Father Lucian was the only person in Vallaki who knew about the bones, but he recalls mentioning them to Yeska over a month ago to put the fearful boy at ease. After the bones were stolen, Father Lucian asked Yeska if he told anyone else about the bones. The boy nodded but wouldn't divulge a name.
The culprit is Milivoj, whom Father Lucian correctly suspects. But the priest has been reluctant to confront Milivoj because the lad is so temperamental. Father Lucian has not reported the theft for fear of the distress that the news might cause, and he doesn't want to ruin the burgomaster's festival. If the party includes a good-aligned cleric or paladin, Father Lucian mentions the theft in the hope that the characters can provide assistance. St. Andral's crypt is a 10-foot-square, 5-foot high chamber beneath the chapel. The crypt can be opened with a small switch on the underside of the altar's lip. The flipped, the altar will slide out of the way, revealing a short staircase down into a tiny crypt
If one of the characters confronts Milivoj (run the orphanage first) and succeeds on a DC 10 Charisma (Intimidation) check, he admits that Yeska told him about the bones. He also admits to passing along the information to Henrik van der Voort, the local coffin maker (area N6), and to stealing the bones for Henrik in return for money to help feed his younger sisters and brothers.
The theft of the bones has left the church vulnerable to attack by Strahd's minions (see "St. Andral's Feast" in the "Special Events" section at the end of this chapter). If the bones are returned to their resting place, St. Andral's church once again becomes hallowed ground, as though the building was protected by a hallow spell.
Gray smoke issues from the chimney of this large, two-story wooden building with a stone foundation and sagging tile roof, upon which several ravens have perched. A painted wooden sign hanging above the main entrance depicts a blue waterfall.
A 3-foot-high stone rim surrounds the mouth of this 40-foot-deep, moss-lined well. The inn draws fresh water from this well.
A wooden staircase hugs the outer wall of the inn and leads up to guest quarters on the upper floor (areas N2l and N2m). The sturdy wooden door at the top of the stairs can be barred from the inside.
Damp cloaks hang from pegs in the entrance portico. The tavern is packed with tables and chairs, with narrow paths meandering between them. A bar stretches along one wall, under a balcony that can be reached by a wooden staircase that hugs the north wall. Another balcony overhangs an entrance to the east. All the windows are fitted with thick shutters and crossbars. Lanterns hanging above the bar and resting on the tables bathe the room in dull orange light and cast shadows upon the walls, most of which are adorned with wolf heads mounted on wooden plaques.
The place is lively and homey, filled with the smells of homemade meals and cheery laughter
This hallway contains three curtained alcoves as well as a larger area stuffed with wine barrels.
This room looks like the kitchen of someone who loves to cook. It has piles of pots, walls lined with utensils and shelves of ingredients, and all manner of pleasant odors. Two lanterns hang above a sturdy pine worktable in the middle of the clutter. A pot of soup bubbles on the hearth.
You hear the squawking of birds and the plaintive whinny of a horse as you peer inside this stable. The stalls are clean and well maintained. One of them contains a gray mare. A small door is set into the east wall, and a wooden ladder gives access to a loft overhead. Perched on the wooden railing that encloses the loft are dozens of ravens.
Dim light spilling in through a pair of dirt-encrusted windows reveals piles of hay with pitchforks sticking out of them. Ravens rule this roost—you can see hundreds of them.
Characters who search the loft thoroughly find three pitchforks and a locked wooden chest buried under a pile of hay (see "Treasure" below), next to a secret door
If the characters tamper with the chest, the ravens gather into four Swarm of Ravens and attack
A secret door in the back of the loft can be pushed open to reveal a bedchamber (Master Bedroom (N2p)) beyond
Treasure
A wooden staircase to the north descends fifteen feet to a landing. A window dimly illuminates a short, wood-paneled hallway that runs west to east.
Guests aren't told about the inn's secret hallway
At each end of this area is a secret door, each of which is easy to spot from inside the hallway (no ability check required)
A wooden balcony stretches the full length of the taproom, enclosed by a wooden railing carved with raven motifs. The taproom's many lanterns illuminate the rafters and cast ominous shadows on the peaked ceiling.
This twenty-foot-long balcony provides a clear view of the bar and has a wooden railing carved with raven motifs. The taproom's many lanterns illuminate the rafters and cast ominous shadows on the peaked ceiling.
Two cozy beds with matching footlockers rest in the far corners of this fifteen-foot-square room. Wolf furs are heaped atop each bed. Between the beds, a lamp sits on a table under a shuttered window. Two tall black wardrobes stand against the wall by the door.
Four plain beds with straw mattresses line the north wall of this well-lit room. Each bed comes with a matching footlocker to store clothing and other belongings. A table and four chairs occupy the corner across from the door. An oil lamp resting on the table casts a bright yellow flame.
This small guest room contains a bed heaped with wolf furs, a footlocker, a tall wardrobe, and a writing desk with matching chair. An oil lamp rests atop the desk near a journal bound in a red leather jacket.
Rictavio's Journal
The journal on the desk is a bit of artifice that Rictavio created to perpetuate the illusion that he is an entertainer in search of new acts for his traveling carnival. His writing makes frequent mention of conversations with Drusilla (which the journal fails to mention is the name of his horse) and recounts many long and tedious journeys by wagon. He has also written about various "oddities" he has seen in his travels, including the following:
A large, painted toy box rests between two small, cozy beds. Murals of ravens in flight are painted on the walls above the wood paneling.
Brom and Bray Martikov don't spend much time in this room
The toy box contains a pile of neglected toys, many of them etched with the slogan "Is No Fun, Is No Blinsky!" The toys include the following:
A hidden trapdoor in the 8-foot-high ceiling opens into a secret attic (Secret Attic (N2q)).
Matching end tables flank a large wood-framed bed with a red silk canopy. Across from the bed hangs a tapestry depicting a beautiful mountain valley. The other walls are dominated by a fireplace and a wardrobe.
This ten-foot-wide, thirty-five-foot-long attic has a ceiling that slants down toward the west, dropping from a height of eight feet to a height of five feet. Four straw nests cover the floor, and a locked iron strongbox sits against the north wall. A small square opening in the south wall leads outside. Two trapdoors with iron hinges are set into the floor.
Treasure
Urwin carries the key to the locked iron strongbox. The lock can be picked with thieves' tools and a successful DC 20 Dexterity check. The box contains a sack of 150 ep (each coin bearing the profiled visage of Strahd von Zarovich), six pieces of jewelry (worth 250 gp each), and three Potion of Healing.
This mansion has walls of plastered stone that display many scars where the plaster has fallen away from age and neglect. Drapes cover every window, including a large, arched opening above the mansion's double entrance doors.
When the party gets to the mansion, they should meet Lydia first to get an idea of the extent of The Burgomaster's brainwashing
The party is led to the parlor (N3b) to wait for Vargas
Vargas eventually joins
Appealing to Vargas
Framed portraits adorn the walls of this grand foyer, which features a wide staircase with a sculpted railing. A long, carpeted hall attached to the foyer stretches almost the length of the mansion and has several doors leading away from it, including one at the far end. Bundles of twigs are heaped against the walls.
A chandelier of wrought iron fitted with wax candles hangs above a polished wooden dining table. Around the table are seated eight women of various ages in comfortable, high-backed chairs. They wear faded clothes, drink tea, and devour cake while a ninth woman, well dressed and very pleased with herself, circles the table and talks excitedly about decorations for the impending festival.
White sheets cover two plain wooden tables in the center of this room. Neatly arranged atop one table is a complete set of polished silverware. The other table is covered with wicker baskets containing turnips and beets.
Characters who ask to see the burgomaster are brought here.
Padded chairs and couches line the walls of this cozy, carpeted den. The room reeks of pipe smoke, and mounted on the east wall is the head of an angry-looking brown bear.
The mounted bear's head is meant to unnerve visitors.
This room contains four simple beds and an equal number of plain wooden trunks.
A cook wearing a white apron over a black smock busies himself in this warm, well-appointed kitchen. A staircase in one corner climbs to the upper floor.
This pantry contains shelves of foodstuffs, although half of the shelves are bare. Two barrels of wine stand against the east wall.
If the characters arrive here from the entrance hall (area N3a), read:
The staircase climbs twenty feet to a beautifully appointed gallery that continues toward the west, running almost the length of the mansion. Framed landscape paintings line the walls, and red silk drapes cover a ten-foot-tall arched window of leaded glass.
If the characters arrive here from the kitchen (area N3g), read:
The staircase climbs to a ten-foot-wide gallery that stretches almost the length of the mansion. Breathtaking paintings of landscapes line the walls. Two separate, narrow hallways lead away from the gallery to the north.
The door to this room is unlocked
Have Elora enter first if possible
You open the door to a rather Spartan bedroom. There's the bed, a chest of drawers, and some shelves. Or rather, it would be sparse if it weren't filled with hundreds of handmade dolls. And they all... look... just like... YOU."
Some of the dolls fill a long bookshelf, and others are arranged in neat rows on wall-mounted shelves. Still others are piled atop a bed and a heavy wooden chest.
Izek Strazni, sleeps here at night. During the day, he is in town taking care of his master's business.
Izek's chest is unlocked and contains a heap of wrinkled clothes, under which is a nonmagical shortsword.
A thorough search of the room reveals a few empty wine bottles under the bed. The label on each bears the winery's name, the Wizard of Wines, and wine's name, Purple Grapemash No. 3.
Izek's Doll Collection. Each doll has a small tag stitched into its clothing that reads "Is No Fun, Is No Blinsky!"
This handsomely appointed room contains a canopied bed, a low bookshelf, and a full-length mirror in a wooden frame on the wall across from the door. Set into the north wall is an arched window of leaded glass. Nothing here seems unusual.
Floor-to-ceiling shelves line every wall of this windowless room, and the number of books contained here is nothing short of astounding.
A brass oil lamp sits atop a large desk in the center of the room. The chair behind the desk is comfortably padded and has the symbol of a roaring bear stitched into its back cushion.
Standing behind the chair, holding an open book, is a bear of a man. His breastplate, rapier, silk tunic, and greasy beard glisten in the lamplight. Resting on small rugs to his left and right are a pair of black mastiffs.
A paranoid man, he wears his breastplate and rapier even while relaxing in his library.
Two of his servants, the butler (Bratomil and his wife's lady-in-waiting, have vanished without a trace in the past week, so he has good cause to be worried.
The baron's desk contains three drawers stuffed with blank sheets of parchment, jars of ink, and writing quills.
The baron wears a signet ring and carries three keys: one that unlocks the outside door in area N3g, and two keys for the door and the manacles in area N3m.
Treasure. The Vallakovich book collection contains old, leather-bound tomes on virtually every subject.
This door is locked with deadbolt and a large iron padlock that attaches the door soundly to the wall from the outside.
inside:
Chained to the back wall of this otherwise empty closet is a badly beaten man wearing nothing but a loincloth. The iron shackles have cut into his wrists, causing blood to trickle down his hands.
Cloaks, coats, gowns, and other fancy apparel hang from hooks in this closet. Arranged on low shelves are many fine shoes, slippers, and boots.
Time has faded the grandeur of this master bedroom. The furnishings have lost some of their color and splendor. A short pull-rope hangs from a wooden trapdoor in the ceiling.
This room smells of powder and fine perfume. A vanity with a mirror stands against one wall next to a faceless wooden mannequin wearing a white bridal gown. Mounted on another wall is a full-length mirror with a gilded frame. A door in one corner leads to a garderobe.
The Baroness used to while away long hours in this room, fondling her perfume collection and searching for solace in her own reflection
Since her lady-in-waiting went missing several days ago, the baroness has spent almost no time here.
Bridal Gown. The white gown stored here belongs to the baroness. It reminds the her of happier times.
An iron tub with clawed feet stands against the back wall. Neatly folded towels rest atop a table near the door.
This dusty, twenty-foot-square room has a high-pitched ceiling that reaches its peak twenty feet above. The wooden rafters are shrouded in cobwebs. Except for an old table with a lantern on it, the room is empty.
This large attic is full of old, forgotten things draped in white sheets. Piled around them are barrels, crates, trunks, and old furnishings covered with cobwebs and dust. You see a clear footpath through the maze.
Someone has carved a large skull into this door. Hanging from the doorknob is a wooden sign that reads "ALL IS NOT WELL!" You hear a young man's voice beyond.
Anyone who inspects the carving and succeeds on a DC 14 Intelligence (Investigation) check notices a small, nearly invisible glyph etched into the skull's forehead.
This is a glyph of warding (5d8 lightning damage) that triggers if anyone other than Victor opens the door.
The voice belongs to Victor. He is reading aloud from his spellbook.
If the characters open the door, read:
Someone has taken old, mismatched furniture and created a study is this dusty, lamplit chamber. Tables are strewn with pieces of parchment, on which strange diagrams are drawn, and a freestanding bookshelf holds a collection of bones. A dusty rug covers the floor in front of a pine box, on which lounges a skeletal cat. Several more skeletal cats skulk about. Most unnerving of all is the sight of three small children standing with their backs to you in the northeast corner of the room.
If the characters trigger the glyph of warding or otherwise announce their arrival, Victor casts a greater invisibility spell on himself and hides in a corner
If the characters can see Victor, read:
In the center of the room, perched on a stool, is a thin young man with a premature streak of gray in his dark hair. He cradles an open leather-bound book in his arms.
For practice and for fun, Victor dug up some old cat bones behind the Wachter estate (see area N4) and animated them, creating six Cat skeletons (use the cat stat block, but give them darkvision out to a range of 60 feet and immunity to poison damage, exhaustion, and the poisoned condition). The skeletons attack only when Victor commands them to.
The "children" standing in the corner are painted wooden dolls dressed in clothing that Victor wore as a child. He pretends they are his disobedient pupils.
The sheets of parchment are covered with elaborate diagrams of teleportation circles. Victor drew them in an effort to learn the teleportation circle spell, which he's still trying to master (see "Teleportation Circle" below).
The trunk contains several bolts of silk cloth, needles and thread, and a half-finished wizard's robe. Victor started to make the robe for himself but found the work tedious and stopped.
Teleportation Circle. Victor's spellbook contains incomplete text for a Teleportation Circle spell, along with the sigil sequences of three permanent teleportation circles, the locations of which aren't described. There's not enough text to prepare the spell properly, but that hasn't stopped Victor from trying to learn to cast it.
Victor recently inscribed his own version of a teleportation circle on the floor
Victor has tested his circle on two reluctant servants (Bratomil and Faina) (compelled by his suggestion spell), in both cases linking his circle to one of the other circles whose sigils are in his spellbook.
Treasure. Victor's spellbook contains all the spells Victor has prepared (see the mage stat block in the Monster Manual) as well as the following spells: acid splash, animate dead, blight, cloudkill, darkvision, glyph of warding, levitate, mending, remove curse, and thunderwave.
This house seems disgusted with itself. A slouching roof hangs heavy over furrowed gables, and moss-covered walls sag and bulge under the weight of the vegetation. As you study the house's sullen countenance, you hear the edifice actually groan. Only then do you realize the extent to which the house hates what it has become.
Lady Wachter invites them to sit down for dinner, and her servants serve a decadent roast with all the fixings as well as plenty of wine
She'll ask what they're doing in town and try to get to know them first, but will eventually share the following:
At the end:
The Wachter family, once an influential noble line in Barovia, owns and occupies a mansion in Vallaki. The house's reigning governess, Fiona Wachter, is a loyal servant of Strahd. She seeks to supplant Baron Vargas Vallakovich as the town burgomaster.
Use the following information to roleplay Lady Wachter, her family, and her associates.
Lady of the House. Lady Fiona Wachter makes no secret of her family's long-standing loyalty to the von Zarovich line. She believes that Strahd von Zarovich is no tyrant but, at worst, a negligent landlord. She would happily serve Strahd as burgomaster of Vallaki, but she knows that Baron Vargas Vallakovich won't give up his birthright without a fight.
Fiona conspired to wed her young daughter, Stella, to the baron's son, Victor, as part of a plot to gain a foothold in the baron's mansion, but Stella found Victor to be demented, and he showed no interest in Stella whatsoever. In fact, he spoke such unkind words to Stella that she went mad, and Fiona had to lock her daughter away. Actually, he broke her mind by practicing magic.
Lady Wachter's latest scheme to gain control of Vallaki is far more diabolical. She has started a cult based on devil worship and has written a manifesto that she reads to her "book club," which is made up of the most fanatical group members. Inspired by her words, these zealots have created smaller cults of their own. Once her cult has enough members, Fiona plans to take the town by force.
Another secret of Fiona's is that she sleeps with the corpse of her dead husband, Nikolai, who died of sickness nearly three years ago and whom Fiona cherished. Lady Wachter casts gentle repose spells on the corpse to keep it from deteriorating.
If the characters come to Wachterhaus looking for help to overthrow the burgomaster, Lady Wachter is all ears and suggests they start by killing the baron's evil henchman, Izek Strazni. She's happy to take care of the rest. If they come looking for a way to defeat Strahd, Lady Wachter turns them away, stating in no uncertain terms that she is not, nor ever will be, Strahd's enemy.
Fiona's Sons.
Fiona sees a lot of her husband in her sons, Nikolai and Karl (N male human nobles), who have grown into young men with a fondness for wine and trouble. They aren't home during the day, because they don't like attending to their mother or listening to her tiresome prattle. The characters might encounter them at the Blue Water Inn (N2) or wandering about town. The brothers are home most nights, passed out in their beds after hours of heavy drinking.
Nikolai and Karl have none of their mother's ambition or mean temper. They are aware of her cult, but they don't know that she sleeps with their dead father. This would be unwelcome news and probably turn them against their mother. They want only to spend their mother's money and make the most of their miserable situation, trapped as they are within the walls of Vallaki under the control of Strahd and his puppet, The Baron.
Fiona's Spy.
Fiona employs a money-grubbing named Ernst Larnak to keep her informed about everything that happens in town. Ernst knows Lady Wachter's secrets, and he would blackmail her in a heartbeat if their relationship went sour.
The front door is locked and reinforced with bronze bands. All of the servants carry a key, as do Lady Wachter and Ernst Larnak. The door can be forced open with a successful DC 20 Strength check.
If the characters knock on the front door, a servant opens a small window cut into the door at eye height and asks their business. Suspicious-looking strangers aren't invited inside, in case they're vampires.
The front door opens into a narrow vestibule. Three stained-glass doors in wooden frames lead from it.
Two closets flank the front door. The western closet contains Lady Wachter's outdoor clothes; the eastern one contains coats and boots that belong to her children.
A wooden staircase leads up to a balcony. At the foot of the stairs is a landing with three stained-glass doors in wooden frames.
The staircase climbs 15 feet to the upstairs hall (area N2l).
The house cook (see area N4h) rushes about this spotless kitchen most of the day, preparing meals or cleaning up after himself. A washbasin stands in the northeast corner. A slender door in the west wall leads to a small pantry.
This room holds crates of old clothing, as well as three barrels of drinking water, two empty wine barrels, and one full wine barrel. The wine barrels are emblazoned with the winery name, the Wizard of Wines, and the wine's name, Red Dragon Crush.
The back door is locked and similar to the front door (area N4a) in every respect. The vestibule has plain wooden doors leading to areas N4d, N4f, and N4h.
Servants' coats and aprons hang from hooks in this room, and boots are neatly lined up against the wall.
Anyone who searches the closet and makes a successful DC 10 Wisdom (Perception) check finds a secret door in the south wall. The door can be pulled open to reveal a stone staircase (area N4g) that leads to the cellar.
Iron torch sconces cling to the wall of a stone staircase that cuts its way through the heart of the old house.
The stairs connect the servants' closet (area N4f) with the cellar (area N4s). Lady Wachter uses this staircase to reach her secret cult lair (area N4t).
The furnishing in this room are bereft of imagination: four simple beds with equally austere wooden chests.
Lady Wachter greets her guests here, under the watchful eyes of her dead husband.
Here three elegant couches surround an oval table made of black glass. All are set in front of a blazing hearth, above which hangs the portrait of a smirking nobleman sporting a broken nose and a tangle of hair graying at the temples. Several smaller portraits hang on the north wall.
The portrait above the mantel depicts Lord Nikolai Wachter, Fiona's late husband (of whom his sons are the spitting image). The other portraits depict Lady Wachter, her sons, her daughter, and various deceased family members.
The parlor shares the fireplace with the den (area N4k). Ernst Larnak lurks in the den and eavesdrops on any conversation that Lady Wachter has with the characters, so that he can advise her after they depart.
An ornate dining table stretches the length of this room, a crystal chandelier hanging above it imperiously. The silverware is tarnished, the dishes chipped, yet all are still quite elegant. Eight chairs, their backs adorned with sculpted elk horns, surround the table. Arched windows made of a latticework of iron and glass look out onto the small, fog-swept estate.
If the characters aim to oppose the burgomaster, Lady Wachter offers them a warm meal in the dining room as a token of her support and allegiance.
Wood paneling, embroidered rugs, colorful furnishings, and a blazing fire make this chamber stifling. Mounted above the mantel is an elk's head. Across from the hearth, tall, slender windows look out over dead gardens.
Ernst Larnak, Lady Wachter's spy, lounges here when he's not out spying on her behalf.
Treasure. The room contains several items of value, including a golden goblet (worth 250 gp) from which Ernst drinks wine, a crystal wine decanter (worth 250 gp), four electrum candelabras (worth 25 gp each), and a bronze urn with frolicking children painted on its sides (worth 100 gp).
A hallway with a window at each end wraps around the staircase railing. Framed portraits and mirrors festoon the walls, surrounding you with judging looks and dark reflections. You hear something scratching at one of the many doors.
The scratching noise comes from the door to area N4n, which is locked. If the characters call out, a plaintive female voice meows like a cat and says, "Can little kitty come out to play? Little kitty is sad and lonely and promises to be good this time, really she does." A closet at the south end of the hallway holds blankets and linens.
This bedroom contains nothing out of the ordinary: a neatly made bed, a table with an oil lamp on it, a handsome wooden chest, a slender wardrobe, and a window box with drapes.
The door to this room is locked from both sides, and only Lady Wachter has a key.
This room is musty and dark. An iron-framed bed fitted with leather straps stands near a wall. The place has no other furnishings.
Scurrying away from you on all fours is a young woman in a soiled nightgown. She leaps onto the bed and hisses like a cat. "Little kitty doesn't know you!" she shouts. "Little kitty doesn't like the smell of you!"
The young woman is Stella Wachter, Lady Wachter's insane daughter. A greater restoration spell rids her of the madness that makes her think she's a cat. If she is cured of her madness, she blames her mother for treating her horribly and using her as a pawn to seize control of the town. Stella knows none of her mother's secrets, apart from her mother's desire to overthrow the burgomaster. Stella has nothing kind to say about the burgomaster or his son, Victor, whose very name makes her cringe. With her wits restored, Stella feels she has no one in Vallaki she can count on. She latches onto any character who is kind to her. If the party takes her to St Andral's Church (N1), Father Lucian offers to look after her, and she agrees to stay with him.
The door to this room is locked. Lady Wachter and her servants carry keys. A ghastly sight awaits those who peer into the room:
Across from the door, a fire sputters and struggles for life in the hearth, above which hangs a framed family portrait: a noble father and mother, their two young sons, and a baby daughter in the father's arms. The sons are smiling in a way that suggests mischief. The parents look like uncrowned royalty.
Wood paneling covers the walls of the room. A closet and a framed mirror flank a curtained window to the south. To the north, a wide, canopied bed lies pinned between matching end tables with oil lamps.
There appears to be someone sleeping in the bed
Stretched out on one side of the bed is a man dressed in black, his eyes each covered with a copper piece. He bears a striking resemblance to the father in the painting.
Lady Wachter's husband, Nikolai, lies in his bed, impeccably dressed, quite deceased, and under the effect of the gentle repose spell. Nothing of value is on him.
The closet contains shelves of fancy footwear and many fine garments, including a black ceremonial robe with a hood (similar to the ones worn by the cult fanatics in area N4t). On a high shelf rests a locked iron chest. Lady Wachter hides the key to the chest on a tiny hook in the fireplace, under the mantel. A character who takes a minute to search the fireplace finds the key with a successful DC 10 Wisdom (Perception) check. Use of the key disables a Poison needle trap trap hidden in the lock. A creature that triggers the trap and fails the saving throw against the needle's poison falls unconscious for 1 hour instead of being poisoned for 1 hour.
The iron chest is lined with thin sheets of lead and contains the bones of Leo Dilisnya, an enemy of the Wachter family. Leo was one of the soldiers who betrayed and murdered Strahd on the day of Sergei and Tatyana's wedding. He escaped from Castle Ravenloft, only to be hunted down and killed by the vampire Strahd. The Wachters keep his bones under lock and key so that Leo can't be raised from the dead.
Fortunes of Ravenloft.
If your card reading reveals that a treasure is here, it is in the iron chest that contains Leo Dilisnya's bones.
The double doors to this room are locked. Lady Wachter and her servants carry keys.
This room is crawling with cats. Bookshelves hug the walls, but most of the shelves are bare. Other furnishings include a desk, a chair, a table, and a wine cabinet. The room has an irregular shape, and none of its angles seem quite right, as though the shifting of the house has set the whole place on edge.
Eight cats have the run of the library. These family pets have vicious dispositions, attacking anyone who tries to pick them up. Characters who have a passive Wisdom (Perception) score of 10 or higher notice that one cat has a small key hanging from its collar. The key opens the locked chest in (area N4q).
There is a 25 percent chance that one of the maids is here, dusting the bookshelves.
The cabinet holds a fine collection of wineglasses. The desk contains blank pieces of parchment, quill pens, jars of ink, wax candles, and a wax seal.
Most of the Wachter family's book collection was sold off years ago to cover debts, and the books that remain aren't particularly valuable. Use the Random Book Table table to determine the subject matter of a particular book.
A section of the bookshelf that stretches along the southernmost wall is actually a secret door on hidden hinges. The bookshelf can be pulled outward, revealing an open doorway that leads to area N4q.
Behind the hinged panel in the bookcase lies a dusty, ten-foot-square room with a curtained window and shelves lining three walls. On the bottom shelf rests an iron chest. The other shelves are bare.
The key to the chest can be found in the library (area N4p). Use of the key disables a poison needle trap hidden in the lock.
Treasure. The iron chest contains several items:
Characters who have the Tome of Strahd realize that the handwriting in Lady Lovina's letter is identical to Strahd's handwriting, suggesting that Strahd and Lord Vasili are one and the same.
If the characters approach the cellar door from the outside, read:
A slanted, wooden cellar door with an iron pull ring and iron hinges stands against the foundation of the house.
The door is unlocked. On the other side of the door are stone steps leading to a stone landing with a wooden railing. A longer staircase extends south from the landing, leading down to the cellar.
This large root cellar has a dirt floor. Two ascending flights of stone steps enclosed by wooden railings stand across from one another. Tracks in the earth lead from one staircase to the other, and other trails go from both staircases to the center of the bare west wall. Four neatly made cots are set in a row against the south wall.
Buried under the earthen floor are eight human skeletons—the animated remains of dead Vallakians that were stolen from the church cemetery (area N1) and animated by Lady Wachter. They rise up and attack intruders who cross the floor. The skeletons don't attack anyone who utters the phrase "Let the dead remain at rest" before setting foot on the floor. Only Lady Wachter, her sons, her servants, and her loyal cult fanatics know the pass phrase.
The cots are here for cultists to spend the night.
The footprints in the dirt give away the location of a secret door in the center of the western wall. Consequently, no ability check is required to locate it. The door is soundproof and pivots open on a central axis.
Flickering candles in iron holders fill this room with light and shadows. This room has a ten-foot-high ceiling and a large black pentagram inscribed on the stone floor. At each point of the pentagram rests a wooden chair. Seated in four of the five chairs are men and women in black robes with hoods: a young man who has the face of an angel; a balding hulk of a man; a squat, middle-aged woman; and a taller, younger woman with an unsettling glare. They rise to confront you.
The four people are town residents (LE male and female human Cult Fanatics) whom Lady Wachter has seduced with promises of power, wealth, and long life. They are members of her "book club," eagerly waiting for Lady Wachter to join them, read passages from her manifesto (see area N4q), and maybe conjure up a few coins. Resting on the fifth chair, quietly eavesdropping on the cultists, is the lady's invisible imp, Majesto.
The cultists are gathered here in secret and attack the characters to protect their identities. They are evil Vallakians of no great importance who are tired of living in fear and poverty. Use the "Barovian Names" sidebar in chapter 2 to generate names for them, if needed.
The imp doesn't get involved in the fighting unless Lady Wachter is drawn into the conflict, in which case it fights to protect its mistress.
The pentagram is a nonmagical decoration, though Lady Wachter would have her cultists believe otherwise.
This large stockyard has several locked sheds along its periphery and lies adjacent to a roomy warehouse. A wooden sign above the front gate reads "Arasek Stockyard."
Parked at the south end of the stockyard is a sturdy carnival wagon, its colorful paint peeling off. Faded lettering on its sides spells out the words "Rictavio's Carnival of Wonders." A heavy padlock secures the back door.
The stockyard is a general store and a facility where storage sheds can be rented. It is owned by a middle-aged married couple, Gunther Arasek and Yelena Arasek. They sell items from the Adventuring Gear table in the Player's Handbook that have a price of 25 gp or less, but at five times the price.
The colorful half-elf bard Rictavio (see area N2 and appendix D) paid Gunther and Yelena a generous amount of gold to watch his carnival wagon, no questions asked. If the characters approach the wagon, read:
The wagon suddenly lurches, as though something big has thrown itself against the inside wall. You hear the cracking of wood, the scraping of metal, and the snarl of something inhuman. Upon closer inspection, you see that the sides of the wagon are spattered with dry blood. You also see an inscription on the wagon's door frame that reads, "I bring you from Shadow into Light!"
Rictavio carries the key to the wagon door. The lock can be picked but is rigged with a [poison needle trap] trap.
Inside the wagon is a saber-toothed tiger (see statblock below).
The wagon also contains the torn-up remains of a doll. A character who makes a successful DC 10 Intelligence (Investigation) check discovers that the doll was once a colorfully dressed Vistanieffigy. Stitched into its tattered pants is a slogan: "Is No Fun, Is No Blinsky!"
Rictavio isn't ready to unleash the tiger on the Vistani just yet. He feeds it by dropping wolf steaks down a 1-foot-square hatch in the wagon's roof. A character who climbs atop the wagon can spot the hatch without needing to make an ability check.
If the tiger is released, it begins stalking through the streets until its keen sense of smell locates either Rictavio (area N2) or Piccolo (area N7). The tiger doesn't attack anyone who isn't a Vistana except in self-defense. It attacks Vistani on sight. Rictavio can make the tiger break off its attack and lure it back into the wagon.
Treasure. The front seat of the wagon conceals a secret compartment that requires a successful DC 15 Wisdom (Perception) check to find and open. The compartment holds several items:
Fortunes of Ravenloft If your card reading reveals that a treasure is here, it is hidden with the other items under the front seat of the wagon, in a lead-lined box.
This uninviting shop is two stories tall and has a sign shaped like a coffin above the front door. All of the window shutters are closed up tight, and a deathly silence surrounds the establishment.
Vasili (Strahd) visited here several months ago and left vampire spawn upstairs
Every window of Henrik's shop is a latticework of iron fitted with squares of frosted glass and locked from the inside.
The outside doors of the shop are barred shut from within.
If the characters break into the store, Henrik offers no resistance
denies any knowledge of the bones
He reveals the bones are upstairs if threatened with violence or tattling
He digs his heels in and refuses to go upstairs
Arranged haphazardly about the floor of this musty, L-shaped room are thirteen wooden coffins.
As you open the door, a sudden draft chills your spines, and it leaves you with a very uncomfortable feeling. You feel that you're being watched.
A table with four chairs is in one corner of this room, with a lantern hanging from a chain directly above. Two well-made cabinets stand against the east wall. Up against the wall, you see a bedroll.
This workshop contains everything a carpenter needs to make coffins and furniture. Three sturdy worktables stretch the length of the west wall.
This kitchen contains a square table surrounded by chairs and shelves of provisions.
This modest bedchamber holds a cot and several well-made pieces of furniture, including a table, a padded chair, a bookshelf, and a wardrobe.
Henrik used to sleep here, at night and well into the morning
The bookshelf contains a handful of storybooks and carpenters' manuals that have been handed down from previous generations.
Treasure. The wardrobe in the southeast corner has a secret compartment in its base, requiring a successful DC 15 Wisdom (Perception) check to find.
if the bones are taken, the Vampire spawn next door wake up, and start making their way into the town to raise hell
This large, drafty room is strung with cobwebs and takes up most of the upper floor. Stacks of wooden planks lie amid several crates marked "JUNK."
The two southernmost crates contain old junk that Henrik has accumulated over the years
The six crates in the northern part of the room are packed with earth and serve as resting places for the six vampire spawn that lair here
Teleport Destination. Characters who teleport to this location from area K78 in Castle Ravenloft arrive at the point marked T on the map.
This cramped shop has a dark entrance portico, above which hangs a wooden sign shaped like a rocking horse, with a "B" engraved on both sides. Flanking the entrance are two arched, lead-framed windows. Through the dirty glass, you see jumbled displays of toys and hanging placards bearing the slogan "Is No Fun, Is No Blinsky!"
Vallaki's toymaker, Gadof Blinsky calls himself "a wizard of tiny wonders," but he has been consumed by despair lately because no one seems to like him or want his toys. His fascination for eerie playthings causes most other locals to avoid him. The burgomaster enables Blinsky to stay in business by giving him a couple of gold pieces a month to make festival decorations.
Blinsky is a heavyset man who wears a moth-eaten jester's cap during store hours, more out of habit than to humor visitors. In the past six months, the only paying customer who has set foot in the store is a visitor from a faraway land named Rictavio (see area N2), who came in two weeks ago and bought a stuffed Vistana doll. Realizing that the toymaker was lonely, Rictavio gave Blinsky his pet monkey, Piccolo (use the baboon stat block in the Monster Manual). Overjoyed, Blinsky has begun training the monkey to fetch toys from hard-to-reach shelves. The toymaker has also fitted Piccolo with a custom-tailored ballerina tutu.
When he meets new customers, Blinsky recites a well-rehearsed greeting:
Wyelcome, friends, to the House of Blinsky, where hyappiness and smiles can be bought at bargain prices. Perhaps you know a leetle child in need of joy? A leetle toy for a girl or boy?
Creepy Toys
Blinsky believes The Burgomaster is right—that the only way to escape from Barovia is to make everyone in town "hyappy." Blinsky would like to do his part by making sure that all the children in Barovia have fun toys. On display are a few of his creations:
Elora dolls. Blinsky makes special dolls for the burgomaster's henchman, Izek Strazni (see area N3 and appendix D). Izek doesn't pay for the dolls but instead threatens to burn down Blinsky's shop unless the toymaker delivers a new doll every month. Every doll is modeled on a description given to Blinsky by Izek, and each doll has been closer to capturing Elora's likeness than the last. Blinsky doesn't know that the doll is meant to be modeled after anyone in particular. If Elora is with the party, however, Blinsky realizes that she is the inspiration for Izek's dolls.
Von Weerg's Masterpiece. Blinsky considers himself a student of a great inventor and toymaker named Fritz von Weerg. Blinsky has heard rumors that von Weerg's greatest invention—a clockwork man—lies somewhere in Castle Ravenloft. If the characters seem intent on going there, Blinsky asks if they would be so kind as to find the clockwork "myasterpiece" and "dyeliver" it to him, in exchange for which Blinsky offers to make them any toy they desire. Because "byusiness" has not been good, he says, he has no other reward to offer except, perhaps, his new monkey companion.
The shops and homes that enclose the town square are decorated with limp, tattered garlands and painted wooden boxes filled with tiny, dead flowers. In the middle of the square is a large wooden platform about four feet tall. This square stage features stocks lined up around the edges and facing outward towards the rest of the town square, locked in which are several men, women, and children wearing crude, plaster donkey heads on full display. In the center of this platform is an empty gallows, a trio of nooses hanging ready and waiting.
Off to the side of the square, peasants in patchwork clothes eye you suspiciously as they use cups and vases to draw water from a crumbling stone fountain. Standing tall at the center of the fountain is a gray statue of an impressive man facing west. Throughout the square, you notice guards like those at the gate patrolling the area. All around the square are posted proclamations:
For rescuing Arabelle, Luvash will offer the party one treasure from the treasure wagon of their choosing. However, they aren't allowed to touch any of the items before they choose. Therefore, they can't open the chests or unfurl the rug. In fact, the only thing the players can see totally will be the throne. This is actually a really fun bit to play with players.
If you have a particularly charismatic player or two who try to talk Luvash into giving them more treasure, go ahead and have them roll a DC 14 persuasion check. On a success, Luvash will allow the players to take two items from the wagon under the same rules.
A wooden chest containing 1,200 ep (each coin stamped with the profiled visage of Strahd)
An iron chest containing 650 gp
An onyx jewelry box with gold filigree (worth 250 gp) containing six pieces of cheap jewelry (worth 50 gp each) and a potion of poison in an unlabeled crystal vial (worth 100 gp)
A wooden throne with gold inlay and decorative stones (worth 750 gp)
A rolled-up 10-foot-square rug with an exquisite unicorn motif with a sizable bulge in the middle (worth 750 gp)
A small wooden box containing twelve fake potions in stoppered gourds (the Vistani sell these nonmagical elixirs to naive strangers, claiming that they protect against the deadly fog surrounding Barovia)
If Pidlwick in the rug is chosen, Luvash says "It's your problem now!"
PCs openly break laws or antagonize The Baron -> The guards will come down hard
Izek sees his sibling -> He immediately recognizes them and is so excited, he freaks everyone out
PCs are arrested -> Izek comes around pretty quickly
Fiona gets wind of PCs from spies -> she believes one of them is her messiah (Pelanil since he is a Cleric who believes in the power of light) (actually Anakir since he was the first to find her)
PCs waylay the guards -> Izek retreats to The Mansion, and they get the run of the town
PCs lose their weapons -> The The Keepers of the Feather steal them back and eventually return them
PCs are wanted and running -> The Martikovs will hide them in the attic/hayloft of Blue Water Inn (N2)
PCs side with Lady Wachter and revolution takes place -> The Baron won't be killed, but taken prisoner, tortured, and paraded around town
PCs side with Vargas -> He asks them to find proof of Lady Wachter's foul plans
The party goes to the Coffin Shop looking for bones -> Strahd is alerted, and shows up within a few hours on Beucephalus
Makes a show of riding through town, and sets his vampire spawn (6 of them) loose on the town and the church (if not consecrated)
If Ireena is safe, he's pissed
If she's not safe, he tries to charm her into coming with him
Then, at the Festival of the Blazing Sun, the public unrest boils over into full blown panic
When the dust settles, Fiona takes over as Burgomaster if she's still alive
16
11
30 ft.
13
12
12
10
11
10
Perception +2
passive Perception 12
any one language (usually Common)
1/8 (25 XP)
+2
Melee or Ranged Weapon Attack: +3 to hit (13), reach 5 ft. or range 20/60 ft., one target. Hit: 1d6 + 1 (4) piercing damage or 1d8 + 1 (5) piercing damage if used with two hands to make a melee attack.
Melee Weapon Attack: +3 to hit (13), reach 10 ft. or range 20/60 ft., one target. Hit: 1d10+1 piercing damage. These weapons are long enough to stab creatures through the bars of the gate.
16 (Chain Shirt, Shield)
32 (5d8 + 10)
30 ft.
15
12
15
10
13
12
Athletics +2, Intimidation +2, Perception +2
passive Perception 12
Common
1 (200 XP)
+2
The elite guard has advantage on an attack roll against a creature if at least one of the guard's allies is within 5 ft. of the creature and the ally isn't Incapacitated.
The elite guard makes two melee attacks.
Melee Weapon Attack: +3 (13), reach 10 ft.. one target. Hit: 1d10 (5) piercing damage
10
3
30 ft.
10
10
10
10
10
10
passive Perception 10
any one language (usually Common)
0 (10 XP)
+2
Melee or Ranged Weapon Attack: +2 to hit (12), reach 10 ft. or range 20/60 ft., one target. Hit: 1d4 piercing damage.
16
11
30 ft.
13
12
12
10
11
10
Perception +2
passive Perception 12
any one language (usually Common)
1/8 (25 XP)
+2
Melee or Ranged Weapon Attack: +3 to hit (13), reach 5 ft. or range 20/60 ft., one target. Hit: 1d6 + 1 (4) piercing damage or 1d8 + 1 (5) piercing damage if used with two hands to make a melee attack.
12
51
40 ft.
18
14
15
3
12
8
Perception +3, Stealth +6
passive Perception 13
-
3 (700 XP)
+2
The tiger has advantage on Wisdom (Perception) checks that rely on smell.
If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
It is clad in specially fitted half plate (AC 17)
Ithas been trained to hunt evil Vistani. The tiger recognizes Vistani by smell and, to a lesser extent, by the fancy garb they wear.
Melee Weapon Attack: +6 to hit (16), reach 5 ft., one target. Hit: 1d10 + 5 (10) piercing damage.
Melee Weapon Attack: +6 to hit (16), reach 5 ft., one target. Hit: 2d6 + 5 (12) slashing damage.
15
81
30 ft.
16
16
16
11
10
12
Dexterity +6, Wisdom +3
Perception +3, Stealth +6
necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
darkvision 60 ft., passive Perception 13
the languages it knew in life
5 (1,800 XP)
+3
The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
The vampire makes two attacks, only one of which can be a bite attack.
Melee Weapon Attack: +6 to hit (16), reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 1d6 + 3 (6) piercing damage plus 2d6 (7) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Melee Weapon Attack: +6 to hit (16), reach 5 ft., one creature. Hit: 2d4 + 3 (8) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).