alias: Barovia Village
Village of Barovia (E)
The sparse light from this building spills out from behind drawn heavy curtains. A sign over the door, creaking on its hinges, reads "Bildrath's Mercantile"
A single shaft of light thrusts illumination into the main square, its brightness looking like a solid pillar in the heavy fog. Above the gaping doorway, a sign hangs precariously askew, proclaiming this to be the Blood on the Vine tavern.
A moaning sob floats through the still, gray streets, coloring your thoughts with sadness. The sounds flow from a dark, two-story townhouse
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 repeats 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. Great black marks tell of the fires that have assailed the mansion. Not a pane nor a shard of glass stands in any window. All the windows are barred with planks, each one marked with stains of evil omen.
DC 11 Perception -> can discern trampled weeds all around the mansion as well as scores of wolf paw prints and human footprints
Ireena Kolyana is inside and won't open the heavily-barred door to anyone unless she's convinced they don't have any allegiance to Strahd
After 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.
Ismark Kolyanovich and Ireena made the coffin themselves
Ismark will offer 50gp to the PCs if they escort Ireena to safety
Ireena refuses to go until her father is buried
They warn the PCs about the church before going
The next morning, Ismark accompanies the party, but Ireena stays home (she wants to go, but Ismark fights her on it)
Pick a PC that's sleeping. Maybe one that ate a pie, and read the following:
You PC find yourself standing at crossroads, where a raven beckons you towards the northern fork. You see a sign pointing that direction, but when you try to read it, you can't understand the words.
Your surroundings blur, and you're delivered a camp next to a small lake that seems to be fed by a river. The camp contains 5 colorful, round tents, pitched outside four barrel-topped wagons. There's a larger tent on the shore of the lake. The camp is otherwise completely empty.
You find yourself psychically drawn towards the interior of the large tent. Without consciously doing so, you start walking towards it. Inside, there sits a woman, her her face and form concealed by a dark purple cloak.
She draws a card from a deck that sits atop the table. You can make out the card clearly {pull out the card} -- written atop the card are the words "The Mists".
The woman speaks. "<PC Name>, The distance between us renders my Sight blurred and obscured. Please, join me at Tser Pool to learn what the future holds."
You sleep dreamlessly for the rest of the night. You wake the next morning with a vivid memory of the dream.
When they tell the others about their dream, they're shocked to learn they all had the same exact one
Atop a slight rise, against the roots of the pillar stone that supports Castle Ravenloft (K) stands a gray, sagging edifice of stone and wood. This church has obviously weathered the assaults of evil for centuries on end and is work and weary. A bell tower rises toward the back, and flickering light shines through holes in the shingled roof. The rafters strain feebly against their load
When approaching:
The heavy wooden doors of the church are covered with claw marks and scarred by fire.
Contents:
A fence of wrought iron with a rusty gate encloses a rectangular plot of land behind the dilapidated church. Tightly packed gravestones shrouded by fog bear the names of souls long passed. All seems quiet.
Donavich offers prayers to The Morninglord in exchange for Kolyan Indirovich's deliverance from Barovia
Farewell, Illuminated one, until we meet again
We carry the sun in our hearts until then
Give us the strength to carry on
Until the next dawn
We greet your ally the Moonmaiden
Her silver light guides us until then
There is always another dawn
Farewell, precious sun.
Have everyone roll perception. Highest roll:
While the prayer is being given, you able to spot a figure standing beyond the cemetery fence shrouded in mist. The figure is a tall man, too obscured to really see, but it appears he's wearing all black and is bowing his head as if in prayer.
After the funeral, the man is gone; You don't know where he went
Once buried, Donavich suggests the Ireena be taken as far from Castle Ravenloft (K) as possible
The road is no place for a house-raised animal
You hear the sound of small, wooden wheels rolling across damp cobbles. You trace the lonely sound to a hunched figure huddled in rags, pushing a rickety wooden cart through the fog. The figure approaches the door of a nearby home and knocks
You catch a delicious smell on the air. You see that the figure is an old lady. She's just handed something to the person in the house, and he is thanking her profusely
Oh, Barovians use all kinds of meat. Especially since we've a dreadful lack of sunlight for good fruits and veggies. I myself prefer chicken, but there's also goat, deer, pig, and wolf meat depending on where you go. You'd think wolf meat would be more of delicacy, huh? Not here, dearie! With Lord Strahd in charge there's more wolves in these woods than we know what to do with!
E1: Mercantile
E2: Tavern
E3: Mad Mary
E4: Burgomaster's Mansion
E5: Church
E6: Cemetery